BossConclave of Wind
Image of Conclave of Wind
Gender Male
Race Djinn (Elemental)
Level ?? Boss
Reaction Alliance Horde
Location Throne of the Four Winds
Status Killable
Throne of the Four Winds

Conclave of Wind



The Conclave of Wind is a boss encounter in Throne of the Four Winds.

The Conclave of Wind must be eliminated in order to battle the elemental lord himself. Although they are spread out, engaging one djinn in combat engages them all. While they will not leave their platforms, each of the individual lords will put a significant debuff (such as reducing Haste by 500% with increasing frost damage over time) on all players if at any point there is no attackable target on their platform.


Adventure Guide

With Siamat, Lord of the South Wind, imprisoned by the Neferset tol'vir, Al'Akir's lieutenants are vying to fill the power vacuum that now exists in the Conclave of Wind. The remaining conclave members are Anshal, Lord of the West Wind, whose gales can heal allies and poison enemies; Rohash, Lord of the East Wind, whose tempests can grind the mightiest mountains to dust; and Nezir, the Lords of the North Wind, whose frigid storms have claimed more lives than all other cardinal wind lords combined.


Legion This section concerns content related to Legion.

Several years later, after Thunderaan became the new Elemental Lord of Air, the Conclave of Wind objected to his rule, believing that Prince Sarsarun was the rightful heir to the throne. Thunderaan asked for his new ally, the Farseer of the Earthen Ring, to convince them otherwise. Eventually the Conclave relented and Thunderaan declared that, united, they were a cyclone of power, never to dissipate again.[1] It is unknown how they are still alive, as dying in Skywall during the Cataclysm should have meant they died for good.



  • Spell nature regeneration 02.png  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.
  • Inv misc trailofflowers.png  Nurture — Summons a Ravenous Creeper nearby every second for 5 sec. Ravenous Creepers have Toxic Spores.
    • Ravenous Creeper — Ravenous Creepers periodically release Toxic Spores until killed.
      • Spell shadow demonicempathy.png  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. This damage increases to 5,000 on Heroic making it untankable.
  • Spell nature natureguardian.png  Zephyr Important — (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.


  • Spell frost frostshock.png  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.
  • Spell ice rune.png  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)
  • Spell frost freezingbreath.png  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.)
  • Spell frost arcticwinds.png  Sleet Storm Important — (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.


  • Ability whirlwind.png  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)
  • Spell nature cyclone.png  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.
  • Spell nature earthbind.png  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.
  • Spell nature earthbind.png  Hurricane Important — (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.
  • Spell frost windwalkon.png  Storm Shield Heroic Difficulty —  Absorbs 150,000/450,000 Damage. Deals 28500 to 31500 Nature damage per second to all nearby enemies. Cast at 35 Energy.


Bosses enrage after 8 minutes in 25-man normal mode.


Each of the Djinn has an energy bar that slowly approaches 90. All three gain energy at the same rate, and all three reach 90 at the same time, at which point all three cast their most powerful abilities.

If any Djinn is left alone on his platform with no player in range, it will cast a raid-wiping ability:

  • Anshal casts Withering Winds, which reduces all healing by 100%
  • Nezir casts Chilling Winds, which reduces haste by 500%
  • Rohash casts Deafening Winds, which silences everyone in the zone.

All three of these abilities include a zone-wide AoE damage tick that increases over time.

You can move between their platforms by jumping into a wind bridge that connects the platforms. However, the bridges disappear when the Djinn are at 90 energy and using their special abilities.

Both Anshal and Nezir do normal melee damage, while Rohash does not require a tank.

When one Djinn dies, it begins to cast Gather Strength, which resurrects it to full health after one minute. Thus, all three Djinn need to be killed within one minute of each other.


The fight itself does not start until someone actually attacks one of the bosses. Thus, you can hop around all the platforms and set up without fear of an early and unwanted aggro.

The encounter consists of two alternating phases:

  • Recharge phase – when boss energy is below 90. The raid initially begins in this phase. During the recharge phase, divide the raid Rohash and Anshal, with DPS bringing them down evenly.
  • Full energy phase – when the bosses are using their ultimate abilities: Zephyr, Sleet Storm, and Hurricane. During the full energy phase, most of the raid is on Nezir, with DPS bringing him down as much as possible.

The general goal is to kill Rohash and Anshal at as close to the same time as possible, while having done enough damage to Nezir during full energy phases to burn him down within the one minute resurrection timer.

Recharge Phase

During the recharge phase, split DPS between Rohash and Anshal, while assigning just a tank and the tank's healers on Nezir.

The Rohash group requires fewer DPS and healers, and generally favors ranged DPS due to the Tornadoes that it summons. No tank is needed since it has no hard-hitting melee attack. Instead, he casts randomly at anyone on the platform. This group needs to watch for Tornadoes and Wind Blast, which can knock you off the platform. The Wind Blast mechanic is similar to the Spout spell from The Lurker Below encounter in Serpentshrine Cavern. Rohash starts at a random direction and moves clockwise for 10 seconds, blasting anyone in its line of sight. Everyone on the platform must move clockwise to avoid the blast or be knocked off and most likely killed.

The Anshal group requires a tank and slightly more healing compared to the Rohash group. This group also needs extra DPS, due to adds and Anshal's healing ability. When Anshal summons Ravenous Creepers, the DPS must split these up and burn them down quickly before the Toxic Spores stack too high on everyone. An extra tank or high armor DPS can help to separate them. Avoid the Soothing Winds healing circle on the ground, as it heals the boss and Creepers, and pacifies any player in it.

The Nezir group requires only a tank and healing. During the recharge phase, do not DPS Nezir. The tank needs to face the boss away from anyone else to avoid excess damage from Permafrost. The healers must move out of any Ice Patches that appear, and take care not to stand on the pathways coming in to the platform. During the full energy phase, players from the other platforms will move to Nezir's platform, and they don't want to land in a patch of ice. Wind Chill will stack on the Nezir group and damage will increase throughout the phase.

The tank and tank healers for Anshal and Nezir will swap positions every other recharging phase to deal with the stacking Wind Chill debuff.

Full Energy Phase

At around 80 energy, most of the raid should swap to the Nezir platform to handle Sleet Storm. The bridges to move between platforms disappear at 90 energy, so players should allow enough time to make it over to their new platforms.

The entire Rohash group, except for a single healer, must now move to the Nezir platform. The single healer left behind at Rohash needs to handle the Hurricane, which works much like the Vortex ability in the Malygos encouter. This healer should be able to heal himself through the Hurricane with instant abilities, and survive the moderate fall damage at the end.

The entire Anshal group, including the tank and tank healers, then move to the Nezir platform. The DPS should be sure they've finished off any remaining Creepers before transferring, or they will be healed during Zephyr.

The tank and tank healers at Nezir's platform then move to Anshal's platform to tank him through Zephyr.

During the Sleet Storm, burn down Nezir as much as possible. The raid will be taking constant damage from Sleet Storm during this phase. As long as enough people are still alive and the damage is split sufficiently, the raid healing should be manageable.

Once Sleet Storm is finished channeling, DPS move back to their previous platforms, Anshal or Rohash, and continue to bring them down evenly. The tank and tank healers for Nezir and Anshal remain at their swapped positions. This is to allow enough time for the stacking Wind Chill debuff to fade from the tank group that just handled Nezir.

Nezir Burn Phase

Anshal and Rohash should die at as close to the same time as possible. Once one dies, the one minute resurrection timer begins, and you need to be able to finish off Nezir before they resurrect. If one is almost dead while the other is behind, call to stop DPS and let them catch up. If one is consistently far behind by the time they are almost dead, then re-balance your DPS groups for the next attempt. It's also possible to re-balance DPS mid-fight after full energy phases when everyone is at Nezir's platform.

Once Anshal and Rohash are dead, everyone moves to Nezir's platform to finish him off. By this time, he should be well below 50% health from previous Sleet Storm phases. Save Heroism/Bloodlust abilities and big DPS cooldowns for this final burn phase. You need to kill him before Anshal or Rohash resurrect, and also before the Wind Chill debuff stacks too high for your raid healers to manage.

If the burn phase is not working out, consider intentionally delaying the death of Anshal and Rohash to add an extra full energy phase to bring down Nezir a bit lower. Note that this approach will bump you closer to the enrage timer. Alternatively, consider staying on Nezir for a few more seconds after a Sleet Storm, before moving back to Anshal and Rohash, to bring him down a bit more. However, staying on Nezir means increased raid damage from Wind Chill, possibly falling behind on adds summoned by Anshal, and increased damage to the lone healer still at Rohash.

The key to this fight will be finding the right balance of DPS for each group assignment, and making the final burn phase doable.

Alternate Strategy: No Rohash healer

In normal 10 man mode, it is possible for two casters with self-healing damage abilities to fight Rohash without a full-time healer. If they can use instant casts and defensive cooldowns during Hurricane, and avoid falling damage afterward, so much the better. The lack of healer on Rohash frees a spot in the roster, which could be used for an add tank for Anshal, another damage dealer, or simply more heals on the other platforms.

Warlocks and/or shadow priests are ideal for the Rohash casters, since they have draining / vampiric abilities for survival, and Demonic Circle and [Levitate] for a soft landing after Hurricane. Shadow priests can use direct heals to bring either caster back to even if one is unlucky enough to receive a number of Slicing Gales in a row (targeted randomly), but should only do so sparingly due to their mana inefficiency. Similarly, they should avoid the trap of burning up mana healing themselves from low health, only to have insufficient mana to use vampiric abilities to keep from falling to low health again! In general, those casters should call out for a healer to briefly visit their platform and top them off if they start to get low.

It is usually best for both casters to stay for the Hurricane. If one leaves, than the other will take several Slicing Gales in a row during both the departure and return, and the self-healing strategy relies on the damage being fairly evenly distributed. One other complication can arise if they find themselves ahead of the other groups on boss health: since they rely on dealing damage to heal themselves, they will be unable to stop DPS safely. Careful attention to the three bosses' health bars should tell them at which point to reduce damage outputs (to a minimum of using only those abilities that maintain their mana and health). Healers should be prepared to visit the platform and top them off more frequently if those casters are forced to stop damage entirely.


Conclave platform assignments over time

The exact number of DPS on Rohash/Anshal can be varied to account for your raid's strengths and weaknesses. Some raids only have two DPS on Rohash for the first recharge phase and reassign one of them to the Anshal/Nezir team afterward. Some raids have DPS start on Nezir and go back to Anshal just before the first adds are summoned. As you get a feel for how your raid performs you will find a way to tune your assignments.

DPS with instant casts could stay on Rohash


Item Type
Normal Heroic
 [Soul Breath Belt]  [Soul Breath Belt] Caster cloth belt
 [Gale Rouser Belt]  [Gale Rouser Belt] Caster leather belt
 [Wind Stalker Belt]  [Wind Stalker Belt] Agility leather belt
 [Lightning Well Belt]  [Lightning Well Belt] Caster mail belt
 [Star Chaser Belt]  [Star Chaser Belt] Agility mail belt
 [Sky Strider Belt]  [Sky Strider Belt] DPS plate belt
 [Tempest Keeper Belt]  [Tempest Keeper Belt] Caster plate belt
 [Thunder Wall Belt]  [Thunder Wall Belt] Tank plate belt
 [Mistral Circle]  [Mistral Circle] Agility ring
 [Permafrost Signet]  [Permafrost Signet] Tank ring
 [Planetary Band]  [Planetary Band] Caster ring

Related achievements



It shall be I that earns the favor of our lord by casting out the intruders. My calmest wind shall prove too much for them!
Killing a player
  • Begone, outsiders!
  • Your presence shall no longer defile our home!
No players on his platform
You think to outrun the wind? A fatal mistake.
Full power reached
The power of our winds, UNLEASHED!
Low health
My power grows feeble, brothers. I shamefully must rely on you for a time.


As I am the strongest wind, it shall be I that tears the invaders apart!
Killing a player
  • Blown away!
  • Mere dust...
No players on his platform
Why do you flee, mortals? There is nowhere you can run or hide here!
Full power reached
The power of our winds, UNLEASHED!
Low health
The intruders stand fast, brothers. I cannot break them. Allow me a brief respite to strengthen my winds.


The honor of slaying the interlopers shall be mine, brothers! Their feeble bodies will freeze solid from my wind's icy chill!
Killing a player
  • Frozen solid.
  • Another mortal has taken their last breath!
No players on his platform
You throw away your honor and flee as cowards? Then die!
Full power reached
The power of our winds, UNLEASHED!
Low health
Brothers, beware! These mortals are dangerous. I must pause and gather my strength.


Al'Akir yells: This confrontation no longer serves any purpose. I shall end it.


Al'Akir yells: The Conclave of Wind has dissipated. Your honorable conduct and determination have earned you the right to face me in battle, mortals. I await your assault on my platform! Come!


10-man Heroic

10-man Normal

25-man Heroic

25-man Normal

Patch changes

  • Cataclysm Patch 4.2.0 (2011-06-28):
    • Rohash, Anshal, Nezir melee, Ravenous Creeper health/damage, Ravenous Creeper toxic spores damage, Hurricane damage, Sleet Storm damage, Permafrost damage , Slicing Gale, and Wind Blast damage have all been reduced by 20%.
    • Gathering Strength cast time has been increased.
    • Ice Patch slow effect is now 5% per stack, up to 10 stacks, down from 10% per stack, up to 30 stacks, and damage has been reduced by 20%.
    • Wind Chill damage has been decreased by 20% and now increases damage taken by 5% per stack.
  • Cataclysm Patch 4.0.3a (2010-11-23): Added.


  • Siamat, Lord of the South Wind, was also a member of the Conclave, but is absent due to his imprisonment by the Neferset tol'vir. The platform where players enter the instance is where Siamat would have been.
  • World first heroic kill on 25-man achieved 17.12.2010 by the guild, DREAM Paragon of Lightning's Blade Europe.


External links

Anshal Rohash Nezi