SWTOR Athiss Strategy Guide and Walkthrough

In this SWTOR Athiss strategy guide, you will get a full walkthrough of all three bosses in the Athiss flashpoint as well as an overview of the instance and the alignment points you can get by participating in it.


SWTOR Athiss Strategy Guide – Flashpoint Overview

Athiss is the third instance in the game and is available to players of both factions in SWTOR. The instance itself is the tomb of an old Sith Lord which a Republic survey team was exploring. Overall, I found it to be much easier than Hammer Station and our group breezed through here in no time at all.

While you do want a “tank” and a “healer”, you do not need a tanking-specced character or healer to complete the instance itself. None of the bosses do very much damage (unlike the final boss of Hammer Station which had a very large damage output) and none of the trash pulls are particularly difficult.

This instance is very fast and very easy, so when it comes to completing the daily quest where you have to choose between Athiss or Hammer Station, I recommend going for Athiss. Hammer Station is a lot tougher if you are doing it with newbie pick-up groups as healers at level 17 do not have very many abilities at their disposal.

Here are the basics:

  • Recommended Player Range: 19-23 (instance is level 21)
  • Experience Points Offered: Low (about 20% of a level at level 20)
  • Zone-in: Imperial or Republic Fleet – the zone is a space ship which takes you there. You can also fly there in your own space ship if you desire.
  • Time: Very short – my first time through we finished in around 30 minutes.

Below, you will get a full guide to each of the three bosses inside Athiss.


SWTOR Athiss Flashpoint Boss Strategy and Walkthrough

There are three bosses you have to fight on Athiss. Here are guides for each one:

Professor Ley’Arsha – The Professor is the first boss in Athiss and is very easy. She does little damage to the tank. Occasionally, she sprays blaster fire at the group, which deals very modest AoE damage. Additionally, she will cast some sort of attack on the ground which you need to move out of (the animation is very obvious – it looks like the ground is rotting). Finally, she summons waves of adds, all of which are very weak. DPS classes need to kill the adds very quickly. While the adds do not do much damage, they do tend to head straight for the healer and will push back heals as a result.

The Beast of Vodal Kreshh – The Beast is probably the hardest boss on Athiss, but is not too tough. There are three things you should be aware of. The first is an AoE stun/incapacitate attack which leaves everyone unable to move or use abilities for a few seconds. This is not a big deal as long as you kill all adds right away and keep the tank healed up. The boss’s damage is low so worrying about the tank getting gibbed during the stun is not an issue.

The second thing is a knock-back effect. This is either cleave-like (i.e. only effects people in front of the boss) or has a short range, as if you are standing at max healing or damage range, you do not seem to get hit with the knockback. Your tank can tank the boss against the wall, though it may bug out if your tank gets knocked in a weird location. I recommend instead just clearing out the trash mobs around the boss and tanking him out in the open to avoid any evading or bugs.

The third aspect of this fight is the summoning of adds. The Beast of Vodal Kreshh will summon waves of four adds. These adds are definitely much stronger than Professor Ley’Arsha’s adds, as the Beast’s adds have around 850 HP or so. While not that threatening, they can be a problem if you do not take them out before the main boss uses its stun attack. You do not want four adds and the boss beating on your group while you are all stunned and unable to act. Kill these as soon as they spawn to prevent that from happening.

As long as you take down the adds right away, the boss is very easy and his damage level is not nearly high enough to tax your healer.

The Prophet of Vodal – The Prophet is the final boss of Athiss and has only one mechanic. Three times throughout the fight, he will disappear and summon four Fireballs which move very slowly around the room and deal a lot of damage to you if you get too close to them. This happens around 75%, 50%, and 25% remaining health on the boss.

They last for around 20-30 seconds, and the boss reappears about 10 seconds before they die. They cannot be killed via damage – just run away from them until the boss returns. The tank needs to be ready to pick up the boss when he comes out of hiding; he generally reappears around the same spot he disappeared from.

The only real gimmick here is that the Fireballs are still up for about 10 seconds when the boss is back. The tank, healers, and DPS then must dodge the Fireballs while the boss is out. Overall though, the fireballs move so slow and do not kill a player in one hit, so we were able to handle this boss pretty easily. Do not allow the fireballs to back you into a corner where you cannot escape from and this will be no problem.


SWTOR Athiss Flashpoint Guide – Bonuses

There are no bonus quests with multiple objectives in Athiss, which limits the amount of experience points you earn for completing the instance. Fortunately it is short, so this is not a big deal.

You can earn 100 light side or dark side points in this instance by fixing the distress beacon (light side points) or destroying it (dark side points).

Finally, there are a few short bonuses you can get through professions in this instance, but nothing permanent. For example, Slicing can be used to turn on the elevator so you do not have to jump into the pit, Archaeology can be used to open the door to the tomb so you do not have to use the explosives, and Scavening can be used to activate a droid pet which can fight for you. None of these are big advantages, but you can keep your eyes open for these things to help speed up your run.


Star Wars The Old Republic Athiss Strategy Guide – Conclusion

Overall, I found Athiss to be a fun, short flashpoint that was very level appropriate. It was easy and fast, but that is the sort of thing you expect from a level 21 flashpoint. Do not be afraid to run this instance in a pick-up group or without an ideal group composition as it is a very casual flashpoint.

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