Lord Ahune strategy and walkthrough

Ahune is found within the Slave Pens, and while he's fairly close to the beginning of the instance, you'll need to do a little bit of clearing before you fight him. Since Slave Pens is one of the easier dungeons in The Burning Crusade (both Normal and Heroic versions), you shouldn't have much trouble with this step. Once you've reached the area where you summon Lord Ahune (and you will know when you get there), buff up, drink up, and make sure your party is ready. While not the most difficult encounter in the world, this alternating two phase boss fight can drag on a really long time if you're not ready.
The First Phase - Taking down the adds
The first phase of this encounter is more or less an add-based fight with an element of mana conservation for your healer. You want your entire party to stay out of melee range of Lord Ahune, including your tank. He hits pretty hard, has a habit of filling your inventory with snow, and like his friends Ragnaros, Murmur, and Thunderaan, he is apparently completely immobile. Ahune reduces all damage he takes by 75% in this first phase, so it is hardly worth trying.
There are a few different types of spawns you will need to deal with during this phase. The first one you will see is the Ahunite Hailstone. This is a large elite frost elemental (though he looks like an earth elemental) that will need to be tanked. For the most part, this is the only thing that must be tanked during the encounter. It has an aura that applies a stacking DoT to those in melee range of it, each application doing an additional 300 damage every three seconds, up to ten applications. That comes to 1,000 DPS from this DoT, so you may want to put only your tank and your ranged DPS on this. Rogues can use Cloak of Shadows to remove it, so they can fight the Hailstone if they really want to do so.
While you are fighting this elite, many non-elite elementals will be spewed forth from Lord Ahune. They have somewhere between 1500 and 3000 health, so they're very easy to kill. Taking these guys out is a good task for your melee DPS if you have enough ranged to bring down the Hailstone without their help. If your ranged DPS is good, you can probably bring down the Hailstone very early, and your entire party can focus on the little guys.
If you have a Warlock, you can have them cast Seed of Corruption on the Hailstone, and that will pretty much take care of all of the non-elites and your entire party can focus on the Hailstone if you're willing to risk the aura. The aura is only a minor threat if your party can focus fire it down fast enough. Most healers can handle that DoT fairly easily if your group is geared well, and the non-elites aren't too dangerous in this first phase as long as they're killed. You don't need a terribly organized strategy for them, just don't let them pile up. They spawn continuously, and if you leave them alive they will probably destroy your healer.
The other thing to watch for in this phase is the spikes of ice that shoot up from the ground at random. They will occasionally spawn beneath someone in your party, and launch them into the air and cause them to take falling damage. You can see the ground swirl and freeze beneath you before they can even hurt you, so there's plenty of time to get out of the way before they hit you.
This phase lasts roughly 90 seconds, and is largely a game of survival as long as you get the Hailstone down early. After 90 seconds, the Earthen Ring shaman trio behind you will have successfully melted away Ahune's defenses, and leave his Frozen Core vulnerable.
The Second Phase - DPS'ing the core
This second phase is straightforward. As long as you have all of the adds down (which you should) there is no more damage being inflicted upon your party at all. Your entire party can, and should, focus damage upon the core. If your healer is having a hard time with mana, they can wand or autoattack and let their natural regen kick in. If they're overgeared for this and have an abundance of mana, let them go wild with Smite/Wrath/Whatever. Burn all of your cooldowns here. If you have a Shaman, Heroism/Bloodlust is amazing. If your group is exceptionally well-geared, you can finish the Core off your first time to Phase 2. However, most groups will not be able to pull that off.
Once again, Warlocks can do something a bit extra here. Since the first phase lasts 90 seconds, you can wait 30-35 seconds and cast Curse of Doom on Ahune himself. It'll explode shortly after the Core is revealed and phase 2 begins, and do a pretty hefty amount of damage.
This vulnerability stage will only last 30 seconds, so hit him as hard as you can. If you get him to 50% your first time seeing the Core, you're more than alright. If you're closer to 75% (or higher than that) you're probably going to find yourself in a tight spot, unless you only did that much damage due to having 2-4 healers in your party. If that's the case, you're just fine. The fight will take you thirty minutes, but you're fine.
Rinse and Repeat
After thirty seconds, we're back to the first phase. Tank the Hailstone as before, but the non-elite adds will be more numerous and varied. This continues each time you need to repeat the first phase. Most groups can survive three visits to this first phase. The fourth one will probably be the death of you. Most groups, however, should not need a third or fourth visit to this phase. As I said, if you can get his Core to at least 50% your first time seeing it, that's perfect.
Once Ahune's Core hits 0, the fight ends and you can watch the fun death animation complete with spinning scythe. Open the chest, distribute your loot, and be on your way!
Resummoning the loot pinata
You can summon Ahune once per person on Normal mode, and once total on Heroic. The fight is more or less identical on both modes. The only noticeable difference is that the Core and the Adds do a little more damage, and have a lot more health. Make sure you empty Ahune's chest when on Normal mode, or the summoning crystal won't respawn for another summon.
Good luck, and have fun! Even if you have no interest in the loot at all, I recommend giving this encounter a shot. It's very, very fun, and something you won't be able to see again for at least another year.
Filed under: Analysis / Opinion, Events, Walkthroughs, Guides
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Reader Comments (Page 2 of 3)
jtrain Jun 23rd 2008 12:20PM
Yeah, might want to update your guide. You'll notice a swirl forming at your feet, which is your queue to move. Once the ice forms, you have about 1 sec to get out of the way or an ice spike sends you flying. You'll take some fall dmg and obviously be interrupted.
Shadowmane Jun 23rd 2008 1:03AM
I just got done downing Ahune three times today with zero wipes (including first try), with a partial PuG group almost all decked in mostly 70 blues with a few Kara pieces gear. It was a very long fight for us because of this, but it is very possible.
Tank - prot paladin
Healing - holy paladin and holy priest
DPS - arcane/fire mage and affliciton warlock
The reason for this setup:
1) having 2 healers, it dispurses the mana drain over two people, instead of one
2) heavy AoE damage from the mage, and Seed of Corruption doing the rest.
3) Frost Resistance and Devotion Auras from the paladins
4) Symbol of Hope (mana regeneration)
5) Limits most damage to tank only, since most won't be in range for the Frost debuff
On the average fight, we'd take out the Hailstone relatively quickly, same with the adds. Each time the core reappears, we'd get it down about 15% before the next round. Repeat for about 7 rounds.
As long as the mage/warlock/tank paladin keep the agro off the healers, and the healers can withstand a few hits as well, the fight will take a long time, but it can be done.
Playing as the mage throughout the fight, I'd burn through my full 11K mana, evocation (about 6500 mana) a full mana emerald (equates to about 7200 mana), as well as 3 smaller mana pots (about another 4500 mana).
Verit Jun 23rd 2008 12:25PM
I'd say that any time you have to stack a boss fight this way in a 5 man - thats poor design.
Michael Jun 23rd 2008 1:30AM
Just downed him on Heroic with a combat rogue, druid tank, survival hunter, and two resto shamans (one doing mixed DPS), in mostly Kara and T4 gear with some good badge items.
It's doable, but it's definitely a DPS check and was tricky with the unnecessarily-high healing in our group. We had to use all our tricks to have enough damage to get him down, including consumables, both fire elementals and both Bloodlusts, and every other cooldown we could think of. We got him down just after the second Core phase ended; if you have him at 3% or less, just keep on DPSing through it and you'll be okay.
The loot was unremarkable (tanking amulet, not very useful for a druid, and the hardest badges we'll get in a while), but it was a fun challenge.
Dave Jun 23rd 2008 1:47AM
Just wondering, has anyone tried raiding this boss? It was found that you could raid the Headless horseman boss.
Thundersmall Jun 23rd 2008 8:26AM
We tried a RAID but the instance will not let more then 5ppl inside.
This encounter is like then Curator fight in kara on turbo..
He is not downed yet in our guild and im not sure we will take him down..
Most of us have gear to complete kara..and we do regular heroics too..
So i say that they have tuned this boss waaaay to high.
jonotitan74 Jun 23rd 2008 2:52AM
I have done this fight 7 times without wiping including my groups first attempt. Our group obviously varied with the number of summons but we had A prot warrior, elemental shaman (myself), a resto shaman, shadow priest, and feral druid.
This was super easy as our prot warrior, myself, and the resto shaman are T6 equivalent geared. The spriest raids SSC and our druid was a kara alt. Chain Lightning from myself and the healer destroyed the adds while the priest and druid burned downed the hailstone with the tank. Having two heroisms REALLY helped on the core as we burnt it down 60% every attempt except for our first and finished the fight in two phases consistently.
The second fight was the same group, but for the third the prot war figured he could control the adds even better and supply a kings. We accidently pulled the mob behind the boss, but still downed Ahune easily. Four through six again were the same group and we destroyed this frostie. Our shadow priest had to go and we felt that we should keep going so we grabbed a kara geared destro lock alt from our guild. Again, Ahune melted and we conquered him easily.
Our loot was the def cloak two times, the enchant 3 times, and the caster dps cloak 2 times. I forget the other 3 but they were cloaks, I think the melee dps.
Overall? This fight is fairly difficult if you don't have a few people carrying the load. It is very fun though and I can't wait to do it again.
Procris Jun 23rd 2008 3:10AM
I'm going to have to disagree with you, i've found this one of the most difficult fights in any 5 man dungeon and hes way harder than any boss in Kara. That being said my group sucked anyway.
Everyone in the party will need good gear in order to pull it off and you really don't want to have more than 1 melee dps at most in the group. Bringing more than 1 is going to make it near impossible as you need ranged dps to bring down the elite, you don't want the aura on anyone other than the tank or healing will be harder.
Honestly, the encounter is a real bitch and the rewards aren't really worth it. As said, you need good gear to even have a chance of doing the encounter and with that being the case, i doubt anyone will 'need' any of the drops.
Manatank Jun 23rd 2008 4:26PM
The drops are upgrades for my resto-shaman who only had a little trouble single healing in this encounter (chain-heal == ez mode). My group got him down last night after a few attempts, and the only real gear check was with the DPS. Once we swapped out a just dinged 70 enhancement shaman for his T5 equivalently geared boomkin, Ahune went down.
For the people who are suggesting bringing two healers to deal with mana issues... Of course you will need more mana when you have to last long enough to kill him with only 2 dps...
Aelei Jun 23rd 2008 3:56AM
Our group has taken him down all 10 times so far without fail in normal, we're all loaded up on all the cloaks we could possibly ever want, and the enchanter got her Deathfrost formula.
We found that the key to this was we actually all stood on top of the tank and LET the debuff stack. And I would cast Prayer of Mending every time it came up, which would top everyone off. Occasionally things might get out of hand and require a Prayer of Healing, but when this was needed, Inner Focus was always ready, and thus mana wa not an issue.
On top of this, our tank was a paladin, and Consecration would kill off all of the smaller adds, allowing the big DPS to conserve mana and only worry about the large elite and the core.
We would usually kill off the elite quickly, and then I would end up wanding small adds until the core revealed itself. During this time, I'd be back up to full mana.
IMPORTANT NOTE is to make sure people move when the ground begins to pop. It seems to be 1000 damage from this, along with fall damage.
Just position yourself about 10 yards away from Ahune's swirly bottom, and go all out. It'll be easy this way. I don't know how it is on Heroic, but for normal, this strategy hasn't failed us yet.
We're a small guild, who've barely started raiding, and in fact have to fill in the last 4 raid slots. The cloaks were a genuine upgrade to us who have been hoarding badges, and one of those DAMMIT moments for those who'd spent the badges on the equivalents.
No scythe yet though. That makes me sad. :(
dacamper Jun 23rd 2008 5:51AM
We managed to do it with a Feral druid tanking the elite, Tankadin doing the adds, feral druid DPSing the adds, hunter DPSing the elite and Resto Shaman healing. It did take 4 phases, 2 innervates, 4 mana pots and 2 mana tide totems. Very tough on mana and we took 4 attempts to get him on normal mode. I wrote up my fun on my blog.
As Aelei says avoiding being thrown in the air seemed to be very important. We did this best on the attempt we got him. A really fun fight tho.
Montas Jun 23rd 2008 5:59AM
Dont forget... he and his mates... everyone in this encounter are frost immune :P that means, frost mages (like me) are totaly useless
tho i have been there and my DPS sucked, whe had not much problems take him down...
dancindantomcej Jun 23rd 2008 10:09AM
If you are looking to grind out Ahune a couple times as a Frost mage, your group members would really appreciate it if you spent the 50g and respecced for the day. Did it, and was able to Solo DPS the Hailstone in Kara Purps...
Angus Jun 23rd 2008 8:54AM
We had a feral druid tank it in cat form.
I was on adds (Enhance Shaman)
With a SPriest and Warlock along with a tree for heals.
Basically you have a melee sit on "Guard the healer" duty. I was 1-shotting them or at least pulling them off the tree. The druid told me not to blood lust until the 2nd phase 2.
He realized later that if he had let me the first time we would have killed him then. (8% life left)
Shaman:
First time that core phase happens, drop fire elemental, bloodlust. Trust me, if your group's DPS is even decent it will drop him.
The warlock and priest were annoyed to see the DPS spell crit cloak drop twice... I got an elemental cloak!
fentar Jun 23rd 2008 10:30AM
Personally, I am glad they made an encounter that isn't stupid easy. My guild is 7/9 BT and 4/5 MtH, we went in there with a less than ideal group and it took us 3 tries on Heroic to down him. It was also early Saturday morning, we hadn't seen the encounter on normal and we were not on our A-game.
Still, as a warrior tank this guy is not easy, esp raid specced without improved taunt. The adds are annoying, you better be able to target party members and intervene (b/c there are too many mobs to tab target and you got 2 seconds when falling due to spike flight), know how to save cooldowns on AoE taunt/fear, time your thunderclap cooldown and function in a constant rage starved situation. I geared in a mix of trash and hp items, that dot is nasty and the extra threat with a decent amount of health is a must.
If you're pugging it, drop group if you have less than 2 AoE (and I'm talking normal here).
Oh, and for reports on serve the Deathfrost enchant DOES work on bosses (at least in Kara and early SSC where the reports were coming from). It will NOT stack with thunderclap, so if you specc improved it will over ride the debuff. Still nice wiggle room if you are the only prot warrior in a group/raid.
Goldleader Jun 23rd 2008 2:06PM
Send the melee on the little spawns, use ranged on the elite add.
Depending on your gear, your tank may be advised to just go in dps gear as the elite add only hit me (a cloth user) for about 1500 - 1800 damage as well as putting the dot up.
Finally, dodge the ice spikes by moving when you see the animation on the ground below your character.
The dropped gear is terrible but at least the enchant is useful.
Rob Jun 23rd 2008 2:15PM
Any thoughts on the +heal required for normal mode? I have +900, good enough? Its kinda sad that i probably wont be able to down this boss (tried once and wiped), i could really use just about everything he drops.
Debricashi Jun 23rd 2008 2:16PM
This boss was tricky for my group in partial kara/badge gear. We wiped a few times with a team of Bear Tank, Tree Healer, 1 mages, 2 hunters. We then switched over to a Pally Tank, Tree Healer, 3 hunter formation and got him immediately. We were not overgeared for the encounter, and found it tough but fair (although it hoses frost mages). The keys to the fight were:
1. Avoid the ribbons that turn into the frost spikes that toss you for a bunch of damage. This is especially critical for the healer, and because you can actually be thrown into the water and forced to swim back around before you can do anything.
As bear tank, I found that kiting the elemental back and forth across the area in front of the boss was the easiest way to avoid the ribbons, which were often obscured by my body.
2. Bring an AoE. You have to deal with a lot of squishy adds. That makes this the perfect place for Seed of Corruption or Consecrate. If you do not keep the adds away from the healer, either by killing them off immediately or by grabbing their aggro, the healer will quickly be overwhelmed by adds in the third cycle.
3. Show the core what your business is! And that business should be brutally punishing cores. Use all your cooldowns as soon as he is exposed. Have your healer and tank do whatever they can. This will make all the difference.
This encounter is, in my opinion, well balanced for the level of gear it provides, which is equivalent to the 25-badge cloak. For my bear tank, the cloak would be an upgrade and the dps or healing versions would be great to have for questing or off-spec. (I'd also love for the enchant to drop.) For my hunter, I am using the badge version of the cape, which suggests it is at his gear level. Others in the party fell into about the same category. The encounter was tough, but doable, and the drops were commensurate.
In the end, the pally AoE was very helpful at keeping the healer up, but the increased damage my hunter (with no t4 and still sporting several blue pieces) brought let us down the boss during his second phase 2, which my bear tank (with no kara drops) was able to get the group to. I suspect any entry level warrior or pally tank worth his salt could do the same. This is a fair (but tough) encounter that I suspect does not require any special group composition or overgearing to finish.
Debricashi Jun 23rd 2008 2:19PM
This boss was tricky for my group in partial kara/badge gear. We wiped a few times with a team of Bear Tank, Tree Healer, 1 mages, 2 hunters. We then switched over to a Pally Tank, Tree Healer, 3 hunter formation and got him immediately. We were not overgeared for the encounter, and found it tough but fair (although it hoses frost mages). The keys to the fight were:
1. Avoid the ribbons that turn into the frost spikes that toss you for a bunch of damage. This is especially critical for the healer, and because you can actually be thrown into the water and forced to swim back around before you can do anything.
As bear tank, I found that kiting the elemental back and forth across the area in front of the boss was the easiest way to avoid the ribbons, which were often obscured by my body.
2. Bring an AoE. You have to deal with a lot of squishy adds. That makes this the perfect place for Seed of Corruption or Consecrate. If you do not keep the adds away from the healer, either by killing them off immediately or by grabbing their aggro, the healer will quickly be overwhelmed by adds in the third cycle.
3. Show the core what your business is! And that business should be brutally punishing cores. Use all your cooldowns as soon as he is exposed. Have your healer and tank do whatever they can. This will make all the difference.
This encounter is, in my opinion, well balanced for the level of gear it provides, which is equivalent to the 25-badge cloak. For my bear tank, the cloak would be an upgrade and the dps or healing versions would be great to have for questing or off-spec. (I'd also love for the enchant to drop.) For my hunter, I am using the badge version of the cape, which suggests it is at his gear level. Others in the party fell into about the same category. The encounter was tough, but doable, and the drops were commensurate.
In the end, the pally AoE was very helpful at keeping the healer up, but the increased damage my hunter (with no t4 and still sporting several blue pieces) brought let us down the boss during his second phase 2, which my bear tank (with no kara drops) was able to get the group to. I suspect any entry level warrior or pally tank worth his salt could do the same. This is a fair (but tough) encounter that I suspect does not require any special group composition or overgearing to finish.
YPEELS40 Jun 23rd 2008 4:11PM
not a melee friendly fight. doing the fight with a warrior who insists on picking up the little adds I found myself trying to avoid the aura and most of the time just standing around waiting for phase 2. And cloak of shadows did not remove the stacking debuff either.