WoW Cataclysm Classic: Throne of the Four Winds Guide

Throne of the Four Winds


Hello everyone and welcome to another InstantCarry blog post! This time around we will start our Raid Guides tour for the Raids of Cataclysm Classic. The first in line is one of the Raids that definitely marked the first Phase of Cataclysm – Throne of the Four Winds also known as TFW.

The mighty foes of this Raid-Dungeon are one of the toughest in the first Tier of Raiding in Cataclysm Classic. On top of that, this is one of the only Raids, if not the only one in the history of WoW that requires you to kill 0(ZERO) trash before engaging the Bosses.

Aside from the fact that there is no trash in this instance, it is also quite distinct in terms of how you actually approach each Boss. Having to respect many mechanics, split into groups and test your Team or Guild in a variety of ways. Throne of the Four Winds also brings us the feeling of fighting among the clouds with every step being important to survive these encounters.

Without further ado, lets jump into the Guide!

What is Throne of the Four Winds?

Throne of the Four Winds is a raid situated in the Skywall complex, first introduced in World of Warcraft: Cataclysm and now returning in Cataclysm Classic. It is located off the southwest coast of Uldum at (38, 81), elevated high in the air.

Similar to Bastion of Twilight and Blackwing Descent, Throne of the Four Winds serves as an introductory raid instance, akin to Naxxramas for Wrath of the Lich King and Karazhan for the Burning Crusade.

Following Deathwing’s reappearance, Al’Akir regains his freedom to traverse the winds of Azeroth. He aligns himself closely with Deathwing, becoming one of his most formidable allies. Al’Akir summons the Conclave of the Four Winds, ancient wind elementals nearly as potent as himself, to aid in the elemental invasion of his former domain.

Al’Akir’s demeanor mirrors the skies. One moment he’s calm and the next he’s like the tempest. Yet, amidst his unpredictable nature, certain aspects of the Windlord remain constant. Possessing immense power, he poses a significant threat to Azeroth, capable of unleashing devastating turmoil if left unchallenged. And he remains resolute in his determination not to be imprisoned once more.

Who is Al’akir? 

Al’Akir is one of the four primary Elemental Lords. He holds dominion over the realm of air and is considered the least formidable. The other three are Ragnaros the Firelord, Therazane the Stonemother, and Neptulon the Tidehunter. Together, these Elemental Lords commanded the forces of the Old Gods until they were vanquished by the titans and exiled to the Elemental Plane.

Where is Throne of the Four Winds located? 

The Throne of the Four Winds is a Tier 11 Raid-Dungeon, situated within the Skywall, an aerial realm accessed by flying in Southern Uldum. This raid consists of two boss encounters: The Conclave of Wind, a Djinn Council where all members must be defeated simultaneously(council type encounter), and Al’Akir, the Elemental Lord of Air(the Final Boss).

Throne of the Four Winds – The Conclave of Wind Boss Guide

Conclaive of Wind

This encounter in the Throne of the Four Winds involves three linked Djinn named Anshal, Rohash, and Nezir. They are each on separate platforms, and you must navigate between them using wind ramp jumps called Slip Streams. Each boss has their own health pool, and once any of them reach 0% HP, they begin to cast Gathering Strength. If both of the other bosses are not also at 0% when the casting completes, the boss heals to full, potentially leading to a wipe. If all three bosses reach 0% simultaneously, they all die.

The bosses generate energy and use special abilities when their energy bar fills to 90%. They share the same energy generation rate and use their abilities simultaneously, draining their energy to 0. The raid must coordinate DPS to ensure all three bosses die within one minute of each other. If a platform is left unoccupied, the raid will suffer suppression effects and likely die.

Boss Abilities

Anshal’s abilities include Soothing Winds, Nurture, and Zephyr. Nezir has Wind Chill, Permafrost, Ice Patch, and Sleet Storm. Rohash uses Slicing Gale, Wind Blast, Tornado, and Hurricane. These abilities must be managed by the raid while navigating the platforms and coordinating DPS to defeat the bosses simultaneously.


  • Soothing Winds — Summons an area of calm winds (Green circle) on a random friendly target. This area heals all allies for 20000 per second. Any enemies within the area are silenced and pacified while they remain inside the area. This effect lasts for 30 sec.
  • Nurture — Summons a Ravenous Creeper nearby every second for 5 sec. Ravenous Creepers have Toxic Spores.
  • Toxic Spores — Spores errupt from the caster every second for 5 seconds, afflicting all enemies within 8 yards with a deadly toxin. This toxin deals 500 Nature damage per second for 5 sec and can stack up 25 times.
  • Zephyr — (Full energy) Heals all allies within 100 yards for 25000 health per second. In addition, these targets will also gain 15% increased damage for 15 sec. This effect stacks.


  • Wind Chill— Deals 4750 to 5250 Frost damage to all enemies within 100 yards and increases all Frost damage taken by 10% for 35 sec. Stacks.
  • Permafrost — Channels a blast of Frost at Nezir’s current target, dealing 9500 to 10500 Frost damage per second in a cone towards that target for 3 sec. (14250 to 15750 Frost damage on Heroic difficulty)
  • Ice Patch — Deals 7125 to 7875 Frost damage per second to all enemies within 20 yards, slowing their movement speed by 10% . This effect stacks. Lasts 3 sec. (19000 to 21000 Frost damage per second on Heroic difficulty.)
  • Sleet Storm — (Full energy) Deals 28500 to 31500 Frost damage per second to all targets within 100 yards. This damage is divided among all targets. Lasts 15 sec.


  • Slicing Gale — Cast instead of melee-ing. Fierce winds slice through a random enemy target, dealing 11875 to 13125 Nature damage (10-man difficulty), and on Heroic increasing Nature damage they receive by 5% for 30 sec. This effect stacks. (23750 to 26250 Nature damage on Normal 25-man difficulty, 28500 to 31500 Nature damage on Heroic 25-man difficulty)
  • Wind Blast — Spins slowly around the platform, blasting the area in front of the caster every second. Any enemies caught within this area are dealt 9500 to 10500 Nature damage and knocked back 200 yards. Lasts 10 sec.
  • Tornado — Summons 3 tornados nearby. These tornados move around the area randomly, dealing 38000 to 42000 Nature damage to any enemies that get within 10 yards of them, knocking them back.
  • Hurricane — (Full energy) Creates a huge vortex of wind, catching all nearby enemies and launching them into the air. Anyone caught by the vortex will take 2500 Nature damage per second for 15 sec. At the end of this effect, affected targets will be dropped out of the air, resulting in additional falling damage.

Raid Composition

In a 10-player raid composition, you’ll typically want 2 tanks, with one assigned to Anshal and the other to Nezir, swapping as needed for debuff management. You’ll also need 3 healers, one for each platform, constantly adjusting to clear debuffs. The remaining 5 players should focus on DPS, with at least one AoE-heavy DPS to handle adds on Anshal’s platform. It’s advisable to have at least one ranged DPS to stay with Rohash throughout the encounter.

For a 25-player raid, you’ll need 3 tanks, one for Anshal and the others alternating between Nezir and handling waves of Ravenous Creepers. With 6-7 healers, two should be stationed on each platform, with an option to keep a third on Anshal’s platform to ensure tank survivability. The 14-15 DPS players should split into groups, rotating between platforms as needed to ensure all bosses die within the designated timeframe and to soak each Sleet Storm. It’s essential to have 2-3 AoE-heavy DPS to handle adds on Anshal’s platform while still assisting with Sleet Storm soaking when necessary.

10-Player Composition

  • 2 Tanks – 1 tank each for Anshal and Nezir, swapping as needed to clear debuffs.
  • 3 Healers – 1 on each platform at all times, healing everyone in range of them and swapping as needed to clear debuffs.
  • 5 DPS – DPS will need to move frequently between platforms.

If available, an AoE-heavy DPS can help get adds down quickly on Anshal’s platform, but the tank there should be able to kill them solo if needed. At least 1 ranged DPS should be present to stay with Rohash throughout.

25-Player Composition

  • 3 Tanks – 1 tank for Anshal and 2 that will swap between tanking Nezir and picking up waves of Ravenous Creepers on Anshal’s platform.
  • 6-7 Healers – 2 on each platform at all times, healing everyone in range of them and swapping as needed to clear debuffs. Some raids will opt to keep a third healer on Anshal’s platform full time, to assure that Anshal’s tank survives the effects of Zephyr.
  • 14-15 DPS – 2 ranged DPS with Rohash at all times, rotating with other ranged DPS as needed to clear debuffs.
The rest of the DPS will be split into groups that change platforms as needed to assure the bosses all die within the allotted minute and help soak each Sleet Storm. You will want to have at least 2-3 AoE-heavy DPS to kill adds on Anshal’s platform (these players can still jump to help soak Sleet Storm).

Throne of the Four Winds – Conclaive of Wind Strategy

The approach differs a bit depending on 10 and 25 man Player Raid, but it’s essentially similar. Here’s what you have to do.

10-Player Strategy

In a 10-player raid setup, begin by positioning 1 tank and 1 healer on Anshal’s platform, another tank and healer on Nezir’s platform, and the rest of the raid on Rohash’s platform. Tanks should coordinate the pull to pick up their respective bosses simultaneously, while DPS focus on damaging Rohash without using major cooldowns.

When bosses’ energy is around 35-40%, most players should move to Nezir’s platform except for one ranged DPS and one healer on Rohash’s platform. Burn Nezir down before the first Sleet Storm, and swap healers between Nezir and Anshal’s platforms as their energy approaches 70-75%. During full-energy special attacks at 90%, follow specific positioning and healing strategies outlined for each platform.

After the special attacks, tanks swap between platforms using wind ramps, and DPS focus on adds on Anshal’s platform while damaging him. Coordinate DPS to bring Anshal to 1 HP before the next set of full-energy attacks. Once Anshal starts Gathering Winds, most players can leave his platform and focus on Nezir. After Nezir’s defeat, finish off Rohash if he’s not already down. Use new wind tunnels to access the central area where Al’Akir awaits.

25-Player Strategy

For a 25-player raid, divide into groups with tanks and healers assigned to specific platforms. DPS should split between Anshal and Rohash’s platforms initially. When boss energy reaches 70-75%, both halves of the DPS should move to Nezir’s platform along with a healer. After handling the full-energy attacks, return to respective platforms and continue DPS rotation until all bosses are nearly defeated.

Adjust DPS allocation based on boss health, ensuring Anshal and Rohash remain relatively even. If Nezir’s health significantly exceeds the others, focus all DPS on him until he’s defeated, then finish off the remaining bosses. Access the central area via wind tunnels after all three bosses are down, leading to Al’Akir. Adjust strategies based on raid composition and gear levels as needed.

Throne of the Four Winds – Conclave of Wind Guide (Video)

Throne of the Four Winds – Al’akir Boss Guide

Throne of the Four Winds - Al'akir Boss Guide

In the Al’Akir encounter, you’ll navigate through three unique phases. The first phase spans from 100% to 80% of Al’Akir’s health. During this phase, precise movement and positioning are crucial as any missteps can lead to casualties and potentially a wipe. In the second phase, lasting from 80% to 25% health, your raid must efficiently handle adds while focusing on damaging Al’Akir. His soft enrage mechanics in this phase demand swift action from DPS. Finally, in the third and final phase, triggered at 25% health, Al’Akir shatters the platform, granting your raid the ability to fly. This phase requires adept movement and quick reactions to defeat the boss and emerge victorious.

Important Note

Before engaging Al’Akir, your raid must defeat the Conclave of Winds. Like the Conclave, there is no trash preceding the Al’Akir encounter.

To reach Al’Akir’s circular platform at the center of the Throne of the Four Winds instance, you must right-click any of the four cyclones on the other platforms. Al’Akir won’t aggro based on proximity; he only engages when attacked. His massive hitbox allows for melee attacks from a considerable distance, posing challenges during precise interactions like clicking Soulwells.

Players should note the risk of falling off Al’Akir’s platform before and during the fight. Falling off before combat merely returns players to the starting platform, while falling during combat teleports them back to Al’Akir’s platform without damage. However, players thrown off during damage may not be resurrected. Falling can occur by jumping, moving too close to the edge and being carried off by wind currents, or being knocked off by Al’Akir’s abilities.

Given the encounter’s Nature damage focus, having a Hunter or Shaman with Nature Resistance is vital, often essential for success.

Boss Abilities

Al’Akir retains some of his abilities throughout multiple phases. When this is the case, we will simply mention the ability in each phase.

Phase One

  • Lightning Strike is an ability Al’Akir will cast roughly every 10 seconds, though this does vary sometimes. Lightning Strike will damage everyone standing in a 25 yard cone of a random target for a moderate amount of Nature damage for each affected target. In other words, the more people located in range of the target of Lightning Strike, the more damage the ability will do to them.
  • Squall Line is a wall of 7 cyclones which Al’Akir will spawn repeatedly during this phase, approximately once every 40 seconds. The wall spans from the center of the platform, where Al’Akir is located, to the edge of the platform. It will complete a full lap around the platform before disappearing, and anyone touched by it will be picked up and dragged some distance within the cyclones, also taking large amounts of damage and being incapacitated. Shortly before a Squall Line disappears, a new one spawns, so there is a brief period of time when there are two active. However, the Squall Line that is about to disappear loses consistency and no longer causes its negative effects to players.There is always a gap in the wall, in varying locations, which players must aim to make their way through in order to avoid the aforementioned negative effects. Essentially, the gap can be located in the place of any of the 7 cyclones, and as such it can be anywhere from the edge of the platform to right up close to Al’Akir.There is no fixed spawn location for Squall Lines, although they appear to prefer spawning on either the far right or far left side of where the tank is. Before spawning and dealing damage, there are about 5 seconds when the Squall Line is visible but not yet fully formed, giving players enough time to react accordingly.Wind Burst is an ability that Al’Akir will repeatedly cast during the first phase, roughly every 25 seconds. It has a 5 second cast time, at the end of which Al’Akir will knock everyone on the platform back roughly 30 yards as well as damage them.
  • Ice Stormis an icy rain which Al’Akir will cast regularly, targeting random areas of his platform. The rain leaves frost on the ground, which slows and damages any players standing there.
  • Wind Burstis an ability that Al’Akir will repeatedly cast during the first phase, roughly every 25 seconds. It has a 5 second cast time, at the end of which Al’Akir will knock everyone on the platform back roughly 30 yards as well as damage them.
  • Electrocuteis an ability Al’Akir will channel into his main aggro target if this target is not in melee range. The spell will deal increasing Nature damage to the target (generally the tank), who must return to melee range to prevent it from damaging them further.

Phase Two

  • Squall Lineis an ability Al’Akir will cast roughly every 10 seconds, though this does vary sometimes. Lightning Strike will damage everyone standing in a 25 yard cone of a random target for a moderate amount of Nature damage for each affected target. In other words, the more people located in range of the target of Lightning Strike, the more damage the ability will do to them.
  • Acid Rain
  • Stormling adds, which cast Stormling
  • Feedback
  • Electrocuteis an ability Al’Akir will channel into his main aggro target if this target is not in melee range. The spell will deal increasing Nature damage to the target (generally the tank), who must return to melee range to prevent it from damaging them further.

Phase Three

Al’akir Boss Encounter – Raid Positioning

Proper raid positioning in Phase One of the Al’Akir encounter is crucial, especially considering the mechanics of Lightning Strike. While 10-man difficulty presents fewer positioning challenges compared to 25-man, the general principles remain the same.

In 10-man difficulty, forming groups of players is essential to minimize the impact of Lightning Strike. Utilizing the leaf patterns on the platform can guide positioning effectively.

10-Player positioning

  • Opt for 5 groups of players, each consisting of pairs located on 5 consecutive leaves, numbered 1 through 5.
  • Ensure that healers are distributed across groups 1, 3, and 5 to spread out healing responsibilities and maintain coverage during Squall Line.
  • With healers positioned in alternating groups, players in groups 1, 3, and 5 will be within range of a single healer, while groups 2 and 4 will have access to two healers each.

25-Player positioning

  • Utilize the entire platform and form 8 groups of players:
    • 7 groups of 3 players each
    • 1 group of 4 players
  • Assign a healer to each group, ensuring that every group is within range of at least one healer.
  • Use the leaf patterns on the floor to direct positioning and maximize coverage.

While Lightning Strike will deal more damage in 25-man due to larger group sizes, multiple healers per group mitigate this issue, ensuring sufficient healing coverage.


There are many things to look out for and organize during this encounter.

Phase 1

Phase One of the Al’Akir encounter demands precise coordination and quick reactions from the raid to effectively handle abilities like Ice Storm, Lightning Strike, Squall Line, Wind Burst, and Electrocute. Here’s a detailed strategy for dealing with these mechanics:

Ice Storm
  • Adjust your positioning by moving closer or farther away from Al’Akir to avoid being affected.
  • Avoid sideways movement to maintain raid positioning for Lightning Strike.
Lightning Strike
  • If your raid has followed the recommended positioning, Lightning Strike should be manageable with moderate damage covered by healers.
Squall Line, Wind Burst, and Electrocute
  • Wind Burst requires moving close to Al’Akir before the cast finishes to prevent being knocked off the platform.
  • Coordinate movement with Squall Line:
    • If Squall Line is far or has passed, move in for Wind Burst and adjust for Squall Line afterward.
    • If Squall Line is approaching, consider three options:
      1. Move towards Al’Akir to align with Squall Line.
      2. Run through Squall Line towards Al’Akir if feasible.
      3. Retreat from Squall Line towards Al’Akir and position after Wind Burst knocks back.
  • Tank movement adds complexity due to Electrocute:
    • Tanks should ideally wait for Wind Burst to avoid simultaneous Electrocute.
    • Use defensive cooldowns if necessary when avoiding Squall Line.
  • Handle Ice Storm obstacles by enduring damage and using abilities like Hand of Freedom to overcome movement hindrances.
Tips and Tricks
  • Utilize class abilities to bypass mechanics or facilitate movement.
  • Hunters can disengage back onto the platform after being thrown off by Wind Burst.
  • Prioritize being knocked off by Wind Burst over getting caught by Squall Line.

Following these strategies and leveraging class abilities will improve your raid’s efficiency and survivability during Phase One of the Al’Akir encounter.

Phase 2

Phase Two of the Al’Akir encounter introduces new challenges, primarily focused on managing the Acid Rain debuff and handling adds called Stormlings. Here’s a breakdown of the phase’s mechanics and strategies:

  • Squall Line: Remains active and must be managed similar to Phase One.
  • Acid Rain: Al’Akir applies a stacking DoT to all raid members every 20 seconds, dealing 500 Nature damage per stack. It acts as a soft enrage timer for the phase.
  • Stormlings: Adds summoned by Al’Akir that deal Nature damage in an area around them. On death, they apply a stacking debuff called Feedback to Al’Akir, increasing the damage he takes.
  • Electrocute: Remains active and unchanged from Phase One.
  • Initially, focus on DPSing Al’Akir while avoiding Squall Line and healing through Acid Rain damage.
  • To avoid excessive Acid Rain stacks, utilize the Feedback debuff:
    • Stormlings and Feedback: Tank Stormlings away from the raid to minimize damage. Each Stormling death applies Feedback to Al’Akir, increasing his damage taken. Kill a Stormling as Feedback is about to expire to refresh its duration and add another stack, increasing DPS to Al’Akir.
Tips and Tricks:
  • Making Healing Easier:
    • Stack the raid in two groups (ranged and melee) to facilitate AoE healing and damage mitigation.
    • Save healing cooldowns for later in the phase when Acid Rain stacks are higher.
    • Certain classes can drop Acid Rain stacks:
      • Death Knights: Use Anti-Magic Shell before Acid Rain expires.
      • Paladins: Use Divine Shield.
      • Rogues: Use Cloak of Shadows.
      • Mages: Use Ice Block.
    • Consider sacrificing and resurrecting raid members to reset their Acid Rain stacks.
  • Increasing DPS:
    • Use Bloodlust/Heroism to maximize damage output, especially since the raid will be relatively stationary during this phase.

By effectively managing Acid Rain, handling Stormlings, and utilizing class abilities, your raid can overcome the challenges of Phase Two and progress closer to defeating Al’Akir.

Phase 3

Phase Three of the Al’Akir encounter introduces new mechanics and challenges as the fight transitions to an aerial battle. Here’s a breakdown of the phase’s mechanics and strategies:


  • Wind Burst: Returns in this phase but is less problematic than in Phase One.
  • Lightning Clouds: Al’Akir targets a random raid member and places a large cloud covering the entire horizontal level where that raid member was located. After 5 seconds, the cloud deals massive damage to anyone inside it.
  • Lightning Rod: Places a debuff on a random raid member, causing them to deal damage to everyone around them (both vertically and horizontally) until the debuff expires.
  • Lightning: Damages random players and is unavoidable.


  • Begin the phase by having the entire raid fly up to the highest level, at Al’Akir’s head, and designate a person for positioning reference.
  • When Lightning Clouds is cast, fly down roughly 15 yards to avoid damage. Repeat this descent for each new Lightning Clouds.
  • Utilize the available space to deal with Lightning Clouds; you can manage at least 10 before running out of space.
  • If raid DPS is low, an alternative strategy involves moving vertically to manage space as Lightning Clouds despawns over time.
  • Players afflicted by Lightning Rod should move horizontally away from the raid until the debuff expires.
  • Stay close to Al’Akir’s body to avoid being caught in the Relentless Storm after Wind Burst knocks players back.

Tips and Tricks

  • If Heroism or Bloodlust was not used in Phase Two, use it now to maximize DPS.
  • Consider keeping one or more Stormlings alive to stack Feedback on Al’Akir, though this may complicate execution without providing significant DPS benefits.

With proper positioning, movement, and coordination, your raid can navigate Phase Three’s aerial combat and secure victory against Al’Akir.

Throne of the Four Winds – Al’akir important encounter strategy notes

Phase One

  • In 10-man, use 4 healers spaced evenly around the platform and spread the raid across the 8 leaves, with 6 members standing alone and 4 grouped into pairs.
  • When Lightning Strike affects an area, all players within should move out to the sides.
  • In 25-man, have one player stay in the Lightning Strike area while others move to the sides to avoid overcrowding adjacent groups.

Phase Two

  • The reduced Feedback duration on heroic mode requires a more complex add-killing technique.
  • Stormlings should be kept away from the raid more rigorously.
  • Assign extra DPS to handle Stormlings, especially in 10-man.
  • Tanks and healers need to be cautious due to increased damage taken.
  • Assign specific ranged DPS players to handle Stormlings and Feedback, allowing for controlled DPS burns and stops.
  • Allow three Stormlings to spawn before killing any to maintain Feedback stacks.

Phase Three

  • Start at the top, move down twice, then to the bottom, and repeat.
  • Be mindful of Lightning damaging random raid members, requiring additional healing.

Adapting to the Encounter

  • Phase One is the most challenging but can be practiced extensively without progressing through other phases.
  • Avoid using Heroism or Bloodlust as a quick fix; focus on mastering Phase One mechanics before progressing.

Throne of the Four Winds – Al’akir Guide (Video)


With this we will conclude our Throne of the Four Winds Guide. We thank you for reading and we hope that this will help you get through this amazing Raid and earn great Rewards for your character. If you haven’t already, please bookmark our InstantCarry blog and stay tuned with all the News, Updates and Changes coming to our favorite games.

On the other hand, if you need help with the TFW Raid or any service for any Game, feel free to check our site, or simply contact our Livechat or Discord Support – we are available 24/7! If you can’t find something that you’re interested in, feel free to Request a Service!

As with all of our posts, we will conclude with a TLDR video that can help you better understand how to defeat the Conclave of Wind! We hope you have a nice time in Cataclysm Classic’s Throne of the Four Winds Raids. Take care and stay safe!

Throne of the Four Winds – Conclave of Wind Quick Guide (Video)