The Lurker Below The Lurker Below is the second boss of the Serpentshrine Cavern in the Coilfang Reservoir . The creature is of an unknown type ( the name of its race has not been specified in - game quests ) — its file name is listed as " krakken " . The name itself may be derived from the Dungeons & Dragons monsters , Lurker Below or the Lurker Above , for which the latter is also known for dwelling in dark caverns . In order to start the fight , raid members must fish in the " Strange Pool " . Each cast has a chance to make the Lurker come to the surface . The success rate of this ranges from 1 - 2 attempts up to fishing for 8 minutes straight . Some people claim that hitting the center of the pool has a higher chance to summon the Lurker , but this is not confirmed . Prior to patch 2 . 3 . 0 , The Lurker Below was a unique model , but Tethyr , a second " krakken " with a new skin , was added to the game and killing it is the objective of the quest With Wrath of the Lich King , Oacha ' noa and also share its model . Phases . This encounter alternates between two phases . The Lurker is only active for Phase 1 , which lasts 120 seconds . At the start of Phase 2 , Lurker submerges and the adds are spawned . After 60 seconds of Phase 2 , the Lurker re - emerges and goes back to Phase 1 . Phase 2 adds . Six ambushers and three guardians spawn at the start of phase 2 . All forms of crowd control , except mind control , work on all adds . Coilfang Guardian : Coilfang Ambusher : Positioning . The Lurker requires only one tank ; having an off - tank makes it safer . The tank should stand in the inner ring with his back to the pillar to help prevent the knockbacks . Everybody else should spread out to minimize damage from Geyser . Melee damage dealers should stand as close to the inner edge of the platform as possible , so that the 5 - yard Whirl knockback doesn ' t drop them into the water . Healers should stand at the outside limit of the ring to make it easy to step back into the water to avoid Spout . Ranged damage dealers can stand on the outer platforms . Phase 1 . The combat starts with the Lurker on the surface . It ' s rather straightforward tank and spank , except for Spout and Whirl . Aggro is hardly an issue — as long as there are targets in melee range , the Lurker does not attack ranged targets except for a random Geyser now and then . The Lurker can also be taunted . After two minutes , the Lurker submerges ( which also removes all debuffs from him ) , adds turn up and Phase 2 starts . The Lurker re - emerges 60 seconds later and Phase 1 starts again . Spout . Spout is the main reason for wipes on this boss ; the whole raid has to learn how to avoid it . Boss mods usually give a 3 - second warning , and it ' s best to immediately jump in the water when the warning comes up . Ranged DPS and healers can continue to do their job while in the water by swimming a little deeper to gain line of sight . After the beam has passed , it ' s safe to return to the platforms . The tank and everybody close to him need to pay attention — the beam starts at the tank and rotates for a little more than 360° . Each spout is closely followed by a Whirl . Advanced techniques have the melee group run in a circle around the platform to avoid the beam ( while still dealing damage ) . It ' s also possible to blink through it , or to use Ice Block or Divine Shield . It should be noted , however , that melee can continue to DPS during a spout by jumping forward into the water immediately surrounding Lurker . This will allow them to maintain more consistent DPS than if they are running in a circle , and the damage they take is very minor provided that they jump back out of the water as soon as the spout passes . Spout does not affect pets . Whirl . The second problem during Phase 1 is Whirl . If the entire melee group is knocked away from the Lurker , he starts to deal severe ranged damage to the raid . Thus a tank needs to avoid the Whirl , and be back in melee range ASAP . Boss mods normally give a warning before a Whirl is incoming . The best solution is to have the MT jump into the water closer to the Lurker . In this case , the knockback brings him back onto the platform without ever leaving melee range . Alternatively , it ' s possible to back out of melee range before a Whirl and quickly move back in right after . To make the fight safer , additional tanks can try to do the same as the MT . Since the Lurker can be taunted , it ' s rather easy to control him once a tank is in melee range . It is possible to have a tank in the water the whole time . This makes him immune to Spout , and he doesn ' t have to be alert on Whirls . The water inflicts about 380 damage per tick , but the bigger problem is that there may be line - of - sight problems for the healers . To avoid the LOS issue , the MT healers can stay under water , too . One shadow priest in their group is enough to keep their health and mana up . When using this technique , everybody must be alert to exit the water during phase 2 . Whirl deals only about 1k of damage to pets , and no knockback . Geyser . Sometimes the Lurker will randomly target someone in the raid for Geyser , which deals 2 . 5k - 3 . 5k frost damage and knockback ( 10 yards ) to the target and those nearby . Spread out to avoid having too many people hit by Geyser . Phase 2 . Each time the Lurker submerges , he spawns a total of nine adds : two ranged Coilfang Ambusher s on each outer platform , and three melee Coilfang Guardian s on the inner ring . All these adds can be Crowd Control led . Usually , each platform has one group of the raid assigned to clear the Coilfang Ambusher s , while the melee group deals with the Coilfang Guardian s . Each of the groups should use CC and kill their adds . Mages should note that these mobs cannot be polymorphed until they are standing in their place ; trying to sheep them as they are nearing the islet results in an error message . When the platform groups are done with their packs , they need to help on the Guardians . The Ambushers can basically be tanked by any class ( the more armor the better ) . There is one dangerous effect to be aware of : If an Ambusher gains aggro on a healer ( or damage dealer ) on another platform , he starts to evade until the healer comes over onto their island . If the Lurker emerges while an Ambusher is still evading , the Lurker despawns . Similarly , the Guardians can gain aggro on raid members on other platforms , but they simply teleport and attack in this case . One minute after submerging , the Lurker comes back whether or not all adds are dead . After re - emerging , he starts out with a sequence of Whirl , Spout and another Whirl . It ' s very difficult to master this while there ' s an add around . The best bet is to keep the add CC ' d until after the sequence ( or even longer ) . Alternate strategy # 1 for phase 2 . New Coilfang Guardian s spawn on the transition to phase two only to replace dead Guardians from prior spawns . Thus it ' s possible to keep the Guardians sheeped ( or otherwise CC ' d ) during the whole fight . Of course , Guardians breaking their CC can mean a one - shot death for the mage , followed by the healers in the raid , so it is important to refresh sheep every 15 - 20 seconds . The mages should also be soulstone d . On top of that , hunters can put a freezing trap on the outer platforms , at the points where the Coilfang Ambusher s enter . This way the raid has to deal with at most three mobs at the same time , making the healers ' job much easier . Alternate strategy # 2 for phase 2 . This strategy is similar to Alternate strategy # 1 . Our raid found that sheeping the Coilfang Guardians resulted in dead mages , so we took on the oppisite approach . We sheeped the Coilfang Ambushers instead and killed the Coilfang Guardians . That kept our mages alive and kept the dps going . Tips . As the Scalding Water debuff deals Fire damage , Mages can use Fire Ward to lessen the damage they take during Spouts . Bugs . The Lurker can get into a state where he does a constant Spout even though there is no casting bar and he still uses his other abilities . It occurs when the last add dies during a Spout . To not have the bug happen ensure that the final add is killed before or after a Spout , NOT during . This is supposed to be fixed in an upcoming patch . See the blue posts in http : / / forums . worldofwarcraft . com / thread . html ? topicId = 105971962 & pageNo = 1 & sid = 1 # 0 for more information There is also a current bug where the melee adds can spawn on the various islands and one - or two - shot the DPSers . This occurs when someone uses a consumable while the adds are moving into position . The aggro generated causes the melee adds to teleport to the island where the aggro originates as they ' re coming in , and it looks like they ' re spawning on that island . As long as no one uses any consumables ( that includes bandages ) until the tanks have aggro on melee they will not bug out . At the start of the Burning Crusade a bug existed where if the Lurker Below was killed while casting spout , the boss could be looted , and after a Soft Reset it would respawn . Many guilds used / abused this bug to farm the boss repeatedly .