Nasod Testing Chamber

Eve and Add enter a testing chamber in Elysion in order to gather combat data. Players will fight against Durenda, and potentially Herbaon, in a multi-tiered room with many lengthy platforms.

Basic Mechanics

Phase 1 solely involves combat against Durenda. Herbaon has no role in the battle until phase 2 starts, meaning you will only ever fight him in Hell mode.

Durenda inherits the "stagger on hitstun" mechanics seen in other Elysion dungeons. Durenda will not respond normally to hitstun, and will often counterattack after recovering from a single stagger. This means that players don't have long opportunities of attack against Durenda without her being able to take action in response.

Herbaon only has a presence in phase 2, meaning he will have the permanent super armor and debuff immunity seen most Hell mode phase 2 fights.

Several attacks in this fight utilize a unique form of HP burn that is scaled based on the target's current HP. This means that you will suffer more damage from many attacks while your HP is high, and forms of damage reduction achieve little in this battle, since the HP burn will completely ignore them. This also means that some attacks are not as likely to kill you as they would initially seem to be (since the HP burn would eventually scale down), but they can easily bring you down to low health for standard damage to finish the job if you aren't cautious.

Durenda and Herbaon each have their own ultimate attack in phase 2. By extension, their defense reductions are also separated from one another (but are more severe to compensate for the halved frequency).

If you plan to do Hell mode repeatedly, having either Forginay's Fruit or Eclipse would provide an excellent safety net due to the nature of one of the ultimate attacks you will encounter.

Attacks

Durenda

Leading Strike - Durenda will swipe her lance at a nearby player in one of two different ways. If the hit connects, she will summon Hernacyd guards for follow-up attacks. She can either command them to perform circular swipes in the local horizontal vicinity, or command them to try and launch the player and combo them into a charging guard.

Phobos Charge - Durenda will wind up, and indicate with a light blue beam her intended path. Shortly after, she will charge forward on that path until she contacts a wall, dragging along any players that were in her path.

Charge Command - Durenda will summon up to three Hernacyd guards, ordering them to perform a lance charge (identical to Phobos Charge) in a highlighted direction.

Durenda and three Hernacyd guards highlight criss-crossing diagonal paths to charge down

Synchronized Charge - this is Durenda's phase 1 cut-in attack, and cannot be used in phase 2. Durenda and three Hernacyd guards will perform four sets of charges across the arena in unison. The charges will either sweep four horizontal rows, four vertical columns, or a symmetrical diagonal pattern.

Durenda charges freely towards a character labeled with a blue, cross-like mark

Phobos Drive - this is Durenda's ultimate attack, only seen in phase 2 of Hell mode. Durenda will wind up, mark a player, and begin continuously charging in the general direction of the marked player. If Durenda makes contact with Herbaon after her initial 5 charges, a small scene will play that results in an attack that will kill the entire party. Durenda will enter a fatigue state after either charging 20 times, or performing the instant-kill attack with Herbaon.

Herbaon (Phase 2 only)

Laser Blast - Herbaon will summon either three horizontal lasers, or three vertical lasers. They will leave a warning for a few moments before firing, dealing multiple hits to anyone caught in them.

Iris Teleport - Herbaon will state "Don't move!" and light up a location on the map. After a short wait, Herbaon will either teleport to the marked location, or stay in place. Regardless of his choice, Herbaon will leave a black hole at his starting location for a few seconds. (This attack isn't capable of doing damage.)

Armor Smash - if there are players close to Herbaon, Herbaon may shout and raise his armor panels upward. He will then slam them downwards, doing high damage and flattening anyone hit for several seconds (leaving them unable to attack), alongside knocking those players back a significant distance.

Gravity Arrow - if there are players close to Herbaon, Herbaon may set up his armor panels ahead of him, and shoot a slow-moving projectile. This projectile sucks in any players it hits, doing minor damage until a powerful final explosion.

Herbaon is in the background as multiple laser emitters give off vertical and horizontal laser warnings and blasts

Quadrato Overload - this is Herbaon's ultimate attack. Herbaon will teleport into the background, and Durenda will temporarily leave the battlefield. Herbaon will summon multiple waves of lasers, alternating between horizontal and vertical lasers. Each set of lasers will cover two-thirds of the arena (leaving two safe rows for horizontal lasers, and four safe columns for vertical lasers), and players must quickly react and move to the gaps between them. Herbaon will enter a fatigue state after nine laser groups are fired. Durenda will return to the battlefield once Herbaon exits fatigue.

Strategies and Notes

The bosses in this fight are fairly unresponsive to hitstun, and have multiple I-frame ignoring attacks that can be brought out with only short warnings. These can be consistently evaded if you have full freedom of movement, but will be a significant hazard if you put yourself in a skill with a long casting animation. Try to reserve longer skills for moments where you're certain you won't get trapped.

When fighting Durenda, note that she can only utilize her personal lance charge, as well as her charge command to the Hernacyd guards, every few seconds. If you get her to exhaust both of these, her only possible attack would be a lance swipe you can I-frame through. This means you can get Durenda into a state where you can safely perform lengthy skill animations without worry through a bit of patience.

When in phase 2 of Hell mode, it's generally in the party's best interest to have at least one person attacking Herbaon in close range at all times. Doing this will encourage Herbaon to use his Armor Smash and Gravity Arrow moves, which cover far less area than his laser blasts and are arguably less dangerous than the lasers. The fewer lasers the party has to deal with, the easier it will be to fight Durenda.

Due to how Durenda and Herbaon have their defenses reduced independently of one another, if you want to deal damage as quickly as possible, you'll want to alternate between attacking Durenda and Herbaon. Focus on the member of the duo who most recently used an ultimate attack. Naturally, any situation where you can get Durenda and Herbaon together and hit them both will greatly speed up the battle as well.

The lance charges and horizontal laser beams in this fight can result in several situations that risk triggering the landing glitch. Attempt to be in position early if you're jumping up platforms to avoid a horizontal attack; you might end up taking a hit from the attack below you otherwise.

A small amount of caution is advised after the fight ends if it ended while Herbaon was in fatigue. This situation occasionally results in Durenda returning to the battlefield and briefly continuing her attacks, despite the battle being over. You want to avoid dying to these, especially since some of the item drops are delayed for a few seconds.

A sample battle against Herbaon and Durenda can be found here. This battle also happens to trigger a glitch with Durenda that causes her model to be invisible for the entirety of phase 2, presumably due to interrupting her phase 1 cut-in attack.