In 2026, the Citadel’s most theatrical roadblock still refuses to be subtle. Trobbio, the flamboyant gatekeeper of the Underworks in Hollow Knight: Silksong, is less a boss fight and more a one-bug cabaret with a grudge. After the Cogwork Dancers and a climb to the top of the Citadel, players interact with the cage, watch a cluster of icons bloom on the map, and eventually follow the bottom-left marker through the vaults. That route sneaks down onto The Stage, where Trobbio waits with fast, flashy attacks and an ego large enough to need its own bench.
The fight locks progress through most of the Underworks, so it is not optional for players who want the rest of the area. The first practical move is not heroic: after finding The Stage, turn back left and open the shortcut. The nearest bench is the Bellway bench directly underneath The Stage, and the walk back is short enough to preserve sanity. That matters because Trobbio is a wall, and walls are easier to chip away at when the respawn jog is not a pilgrimage.
Loadout: bring theater criticism and a drill 🎭
| Slot | Recommendation | Why it earns a seat |
|---|---|---|
| Crest | Upgraded Hunter Crest | Familiar, flexible, and reliable under pressure |
| Primary tool | Sting Shards | Ranged chip damage when Trobbio is being dramatic at a distance |
| Secondary | Boomerangs or drill | Boomerangs for range; drill for burst damage |
| Utility | Warding Bell | Insurance against a failed heal in the chaos |
| Utility | Weavelight | Passive silk progress without demanding an attack |
| Upgrades | At least two nail upgrades | Makes the fight go a hell of a lot faster |
The Upgraded Hunter Crest and Sting Shards are the dependable core. For the secondary weapon, boomerangs offer more range, while the drill offers lovely extra damage. A drill is a fine final-attempt choice, especially when Trobbio insists on winding down in exactly the wrong place. The Warding Bell is recommended because getting heals off inside this chaos can be a struggle, and losing a heal is preferable to dying. Weavelight helps in a similar way, pushing the player roughly a quarter of the way toward another heal almost instantly without needing to attack.
At least two nail upgrades are recommended so the fight does not turn into a gentle archaeological dig. A third can be earned through a lengthy sidequest at this point, but if the Pale Rose quest in Hollow Knight was already a test of spiritual endurance, settling for two is perfectly reasonable. Tool upgrades are always welcome, and around two extra bars of Silk help alleviate the struggle to regain resources; that can even make Weavelight an open slot instead. Trobbio is difficult, so players who are not confident should go find more mask shards and items, then come back.
How to Beat Trobbio
Phase 1
Before the first note of the performance, positioning matters. Trobbio’s intro cutscene attack can damage the player, so stay off to the side: close enough to hit him as he rises, far enough to avoid the opening sting. The arena is a theater, and Trobbio is determined to get a standing ovation or a corpse.
He will most likely begin with his tornado spin attack. He can start this one in the air or on the ground, and he always spins until he hits a wall, bounces off, then releases two smaller tornadoes as he winds down. That wind-down is where the drill shines. Players running the drill should wait for him to start winding down, dash to get above him, and drill into him. Done right, every hit lands while the player stays completely safe. Without the drill, wait for the tornadoes to pass, then get a couple of hits in.
| Attack | What it looks like | The sensible response |
|---|---|---|
| Tornado spin | Spins to a wall, bounces, releases two mini tornadoes | Wait for the wind-down; dash above and drill, or wait out the tornadoes and poke |
| Air jump | Leaps upward | Free hits or a heal, but watch for the follow-up |
| Bouncy balls | Tosses orbs around the arena | Get away; direct contact costs two masks; do not approach until throwing stops |
| Floorboards | Ducks under the stage | Watch where he goes; slash when he pops out; back away if he takes longer |
| Fireworks | Red smoke pops from the floor | Avoid the smoke; he emerges from the last firework and flies upward |
| Sparkles | Raises hands with a grunt | Assume an explosion is coming; dash to the least sparkly spot or panic-heal |
Trobbio frequently jumps into the air, and while he can perform several attacks from there, it is often best to get a few hits in or take the couple of seconds of non-threatening airtime to heal. Just keep an eye out for the follow-up. Whenever he tosses bouncy balls around the arena, get away from him. These balls do a ton of damage when they burst, and direct contact costs two masks on the spot. Do not approach until he has finished throwing, and watch the orbs carefully.
After one or two attacks, he will often duck under the floorboards. This is a good chance to watch where he goes and get hits in when he pops out, but it is a little tricky. There is a good chance he pops all the way out and begins flying. The variant where he pops onto the floor makes the drill worthwhile, but that also means gambling on tanking a hit. It is far safer to slash at him and react accordingly. If he takes longer to come out, back away a little; he will toss bombs out of the floor, then move elsewhere. Staying at a safe distance usually dodges this, and if the player is unsure, backing up and healing is a fine use of the pause.
Fireworks also pop out from the floor. These are easy to avoid by not standing where the red smoke is, but note that Trobbio always pops out of the last firework to go off and flies upward, which is a great chance to attack. Finally, he frequently summons spheres of sparkles around the arena that swiftly explode. If he raises his hands with a grunt, assume an explosion is imminent, dash away into the least sparkly spot, or start healing as a panic button if possible.
Next Phases
The phase changes whenever the area flashes red, but not much else changes alongside it. His attacks get slightly more frequent, and there is a higher likelihood of seeing two attacks combined, so players may need to start playing safer. Throwing Sting Shards where he is going to pop up next, attacking him in the air, and keeping distance until a heal can be squeezed in are all sensible habits. Combined attacks like sparkles and balls can be incredibly deadly, so staying above three masks when possible is a good rule of thumb.
Whenever Trobbio staggers, go all out instead of using the time to heal. It is when he is most vulnerable, a drill or Sting Shard can absolutely land, and the number of nail hits available will easily refill the entire silk bar. After enough hits and carefully treading around his attacks, he should go down, crawling to the statue to no avail. The reward is access to the rest of the Underworks, plus a mirror that functions exactly like Stun Spore from the original Hollow Knight. Trobbio may be flashy, but the player who packs a drill, respects the bouncy balls, and refuses to heal at the worst possible moment gets the last laugh. 🎪
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