Azarian the Forsaken Son: What Most People Get Wrong About This PoE 2 Boss

Azarian the Forsaken Son: What Most People Get Wrong About This PoE 2 Boss

If you’ve hit Act 2 in Path of Exile 2, you know the vibe changes fast. You go from the rainy, grim forests of the Oakhaven area into the blistering, salt-crusted heat of the Vastiri Desert. And eventually, you end up in the Buried Shrines. That's where you meet him. Azarian the Forsaken Son. He isn't some massive dragon or an eldritch god from the Void. Honestly? He’s just a bloated, miserable guy with serious mommy issues and a very big sickle.

But he's a wall. A total brick wall for players who try to face-tank everything.

Azarian is essentially the gatekeeper of the "City of Seven Waters" questline. If you can’t get past him, you aren't seeing the rest of Keth. Most people struggle here because they treat it like a standard PoE boss where you just circle-strafe and spam your main skill. That’s a mistake. This fight is a mechanical puzzle disguised as a brawl, and if you don't respect the furniture, you’re going to burn to death. Literally.

The Lore: Why Is He So Mad?

Azarian isn't just some random undead guard. He’s the son of Halani, the Water Goddess. You might notice the irony immediately: his mother is the literal personification of water, yet Azarian spends the entire fight trying to cook you alive with fire.

The dialogue in the Halani Shrine is actually pretty tragic. You hear him talking to his mother—or what’s left of her. There’s this twisted dynamic where he’s trying to "feed" her to the Beast to gain power or perhaps to end her suffering. It’s classic Path of Exile grimdark. He’s been left behind, "forsaken" by the grace of the gods, and now he’s a corrupted, undead mess clinging to a legacy that’s already dried up.

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He’s slow. He’s heavy. But he carries the weight of a dying god, and that translates into some of the most punishing physical and fire damage in the early game.


The Braziers: The Fight’s Real Mechanic

The arena is the biggest threat. Forget the sickle for a second. There are four braziers (or lamps) positioned around the room.

Don't break them.

Seriously. If Azarian’s attacks hit those lamps—or if you accidentally clip them with a stray fireball or a wide melee swing—they shatter. When they break, they spill burning oil across a quarter of the floor. This isn't just a temporary "don't stand here" zone. It's permanent for the duration of the fight. If you break all four, you have nowhere to stand. You’ll be taking constant fire damage while trying to dodge a boss that already hits like a freight train.

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The "pro move" here? Keep him in the middle. Or, better yet, lure him into a straight line back and forth across the center.

Watch Out For These Moves

  • The Fire Toss: He slams his sickle and drags it back. It looks cool, but it launches projectiles that create even more burning ground. You have to roll sideways. Rolling into him or away from him usually gets you hit by the trail.
  • The Weapon Flail: He starts spinning like a top. This is the "lamp killer." If he’s near a wall and starts this, your floor space is about to disappear. You need to bait this move in the open center of the room.
  • The Fire Wave: He slams his weapons together. It sends out a shockwave of flame. Curiously, the safest place is often right in his face. It sounds counterintuitive, but the wave has a wider spread the further it travels.
  • The Big Slam: He winds up for a massive overhead strike. This is one of those "get out of the way" moments. You can’t dodge-roll through the explosion; you just have to be elsewhere.

Preparing Your Build

If you’re walking into the Buried Shrines with -20% Fire Resistance, you’re basically a human marshmallow.

Azarian converts about 40% of his physical damage to fire. Some of his bigger slams convert even more. You need a Ruby Ring. Honestly, grab two. Or a Ruby Charm if you've found one. Having at least 40-50% Fire Resistance makes the difference between the burning ground being a "mild annoyance" and a "death sentence."

Melee vs. Ranged

Melee players actually have a weirdly easier time controlling his positioning. If you stay close, he uses his basic melee swings more often, which are easier to bait away from the lamps.

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Ranged players—especially Sorceresses—have a tendency to kite him all over the room. This is how you accidentally break all the lamps. You’re running for your life, he’s charging at you, he hits a lamp, and suddenly the room is 25% smaller. If you're playing ranged, try to "kite in a circle" around the center rather than running into the corners.

Common Misconceptions

People think he’s weak to cold because of the "water" lore. He isn't. He has standard resistances, but he’s particularly tanky against Fire. If you're running an Infernalist Witch or a fire-based Warrior, this fight is going to feel like it takes forever.

Another mistake? Ignoring your Spirit. You’re probably using your Spirit for aueas or minions, but in this fight, you need it for mobility skills. If you run out of juice and can’t dodge his Weapon Flail, he’ll push you right into the burning ground, and that’s usually where the run ends.


Actionable Strategy for Your Next Run

To beat Azarian the Forsaken Son without pulling your hair out, follow this checklist before you enter the Vestibule:

  1. Check your Fire Res: If it’s below 30%, go back to town and craft or buy a Ruby Ring.
  2. Clear the perimeter: Before engaging him fully, make sure you aren't going to get snagged on any small environment debris.
  3. Center-Stage: Fight him in the middle. If he moves toward a corner, stop attacking and just run to the opposite side to lure him back.
  4. Watch the sickle: The "Fire Toss" animation starts with him turning his back slightly. That’s your cue to roll 90 degrees to the side.
  5. Don't panic on the fire: If one lamp breaks, it's fine. Don't let it fluster you. Just treat that quarter of the room as "lava" and keep the fight in the remaining 75%.

Once he’s down, the path to the next part of the "City of Seven Waters" opens up. You’ll get some decent loot—usually a few rare items and some gold—but the real prize is finally being done with that fire-filled deathtrap.

The next step is to head deeper into the shrine to find the Essence of Water. Make sure you've topped off your flasks before you move on; the enemies in the next zone don't give you much breathing room.