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; where to buy cheap games |
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