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Herbaon

Herbaon is a very unusual boss to deal with. Several of his attacks have cryptic triggers or mechanics, and can quickly prove punishing to an aggressive and unaware player. This guide will cover how Herbaon functions, and how to circumvent most of the obstacles Herbaon can present.

Basic Characteristics

Herbaon has standard hitstun and knockdown mechanics, so players can freely combo him outside of super armor. However, this cannot be relied on for long, as one of Herbaon's attacks can get him out of this position to counterattack.

Herbaon has full debuff immunity throughout the fight. You'll have to rely on your own buffs and pure damage output to emerge victorious.

Herbaon has movement heavily tailored to his arena. Herbaon can walk around outside of his attacks (and during some of them), but cannot jump. If he gets too far to one side of the arena (or uses certain attacks), he'll teleport to the upper platforms, prioritizing the platform further away from players. If Herbaon falls from enough of a height (be it from a player's launch, or walking off a platform), Herbaon will enter super armor on landing and not move for a few moments.

Overall, Herbaon can often get well out of harm's way through his unique behaviors. However, said behaviors are also predictable and present opportunities in their own right if you know what's happening.

Attacks

Light Explosion

If Herbaon is in hitstun for 3 consecutive seconds, he will enter super armor. Moments later, he'll emit an explosion based around himself, and fire multiple lasers near himself.

Light Arrow

Herbaon will prepare his armor plates in front of him while in super armor, then fire two light projectiles in the direction he's facing in a straight line.

Structure Drop

Herbaon will teleport to the upper platforms, leaving behind a gravity well for a few seconds. He will then attempt to drop two structures on targeted players, as indicated by yellow warning lights.

Iris Chain

If a player gets too close to Herbaon during Structure Drop, Herbaon will immediately cancel Structure Drop to use Iris Chain, which instantly damages and binds every player in place.

Guardian Iris

Herbaon will gain super armor and walk in a straight line, emitting four explosions as he walks. During this time, two vertical lasers will be summoned and close in.

Quadrato Plasma

Herbaon will teleport to the center platform, and enter a stance as lasers close in from all sides. If Herbaon takes enough damage while in this stance, he'll collapse and be open to attack for several seconds. If Herbaon completes the stance, he'll become invulnerable and fire seven sets of targeted laser blasts.

General Strategies

Several of Herbaon's behaviors can be manipulated to your advantage. Intentionally pausing your attacks can prevent Light Explosion from reaching its trigger. Letting Herbaon freely walk to the arena edge will force him to teleport back to the upper platforms; this can lead to structures being dropped. Structures can be pummeled for MP you can then utilize to attack Herbaon. Herbaon also offers you a chance to attack freely whenever he standstills after dropping off a platform - forcing him to teleport will eventually give you some safe chances to strike uncontested.

Pay attention to what your teammates are doing. Any special actives they use near lasers can disrupt the lasers' intended patterns, and you'll have to account for the changes alongside Herbaon's next moves. Your teammates' damage output and resources will be factors in whether or not Herbaon's Quadrato stance can be brought down. You'll also need to see what approach your teammates have for dodging Quadrato Plasma lasers, so you can make a plan to match your movements together with them.