Welcome, fellow achievement hunter.

Ever since the introduction of the rewards track, each expansion has always brought us a handful of achievements to complete in order to gain more rewards: while some of them are relatively easy to complete, some others may take some time or a proper set up. In case you're wondering what's the best way to gain all that sweet sweet XP locked behind Voyage To The Sunken City's achievements, do not fret, as we have the answer you're looking for!

In this guide we'll focus our attention on the Sunken City Demon Hunter achievements and provide at least one way to complete each of them so that you'll be able to get closer to the end of your reward track.

Novelty: starting from the Voyage To The Sunken City Achievement Guides, we're introducing the Related Achievements criterion, which basically goes to show if a certain achievement has a strong relation with another one (be it from the same class or from the Neutral section), and therefore if they are beneficial for each other from the completion point of view. All in all, it says if you can hit two (or more) birds with a single stone!

Disclaimer: as always, all expansion achievements can be completed in Ranked Standard, Ranked Wild, Arena, Casual & Heroic Duels and Classic - Casual Standard, Casual Wild and Tavern Brawl will not count towards your hunt! Moreover, we'll always take Ranked Standard as the default game format for our strategies: if we happen to have some strategies or particular interactions belonging to other modes to highlight, we'll be sure to specify it.

Here are all the achievements we're going to complete together:

  1. An Acquired Taste - Destroy 15/30/60 minions with Poisonous spells.
  2. Should Have Gone for the HeadSummon 12 Hydralodon Heads in one game.
  3. Twinning! - Cast spells 25 extra times with the effect of Twinbow Terrorcoil.


Sunken City Hunter Achievements Overview

Hunter's in a quite good spot:

  • Should Have Gone for the Head requires at worst a couple games to be completed, making it one of the fastest achievements of the entire expansion.
    • Sure, it's locked behind a Legendary unit, but in the end all Voyage To The Sunken City is about Colossals!
  • Twinning!  does not require you to build any specific deck for it to be completed, and Hunter's set contains a card that will help a lot.
  • An Acquired Taste is the usual grindy achievement: nothing we have never seen and nothing we have never completed before.

How to Complete the "An Acquired Taste" Hunter Achievement

The most annoying Hunter achievement this time around, as well as the longest to complete. In order to get An Acquired Taste done, you'll have to build a spell-heavy deck revolving around Urchin Spines. The problem? Right now, if you want to play Hunter spells that deal damage, you want to do it with Defend the Dwarven District, and this deck wants its spells to progress the Questline and get Tavish, Master Marksman online. Now, Urchin Spines does not do anything beneficial for you:

  • It does not progress the Questline.
  • It does not draw or add other spells to your hand.
  • Removing the opponent's minions is rarely a problem, especially since you can do it with your Hero Power once you can target things with it.

As you can see, you'll have to voluntarily cripple yourself if you want to complete An Acquired Taste - we've probably seen far more interesting achievement designs, and one could question whether Raj Naz'jan or Azsharan Saber could've been better targets.

Anyways, being annoyed at this achievement won't get it done, so here's how we'd complete it. The first way is taking a couple cards out of Questline Hunter and obtain a couple progression points with each game you play.

Secondly, we can complete An Acquired Taste by force-grinding it, and for this mindset we think Wild is definitely the best place, as it has a wide variety of damage spells you can combine with Urchin Spines in order to speed up the achievement's completion.


How to Complete the "Should Have Gone for the Head" Hunter Achievement

While the first two summoned Heads have Rush, the same cannot be said about the following ones; moreover, there're a good chance that waiting an entire turn to complete this achievement will get Hydralodon killed, therefore nullifying your efforts.

However, there's a way for you to ensure the completion of Should Have Gone for the Head. Here are all the steps you need to follow.

Now, for this strategy to be successful, we need our opponent to have a large board to trade into, which is why Should Have Gone for the Head isn't classified as a 5/5 achievement but just as a 4/5 - while you should still be able to complete it rather easily, it might take you a couple tries to get there.

  • If you don't own Hydralodon, you may want to consider Ambassador Faelin shenanigans: although it's much less reliable of a strategy, you'll get 3 Colossals out of a pool of 10, so the odds are not so bad.
  • This achievement is also completable by discounting Hydralodon with Stormpike Battle Ram, playing it and then dropping Spammy Arcanist.
    • Once you'll kill Hydralodon its heads will stop regenerating, but you'll have Should Have Gone for the Head completed before that happens.

How to Complete the "Twinning!" Hunter Achievement

Twinbow Terrorcoil has a generally good effect, and we dare to say that it will see play even in non-Naga dedicated lists: being able to double a spell is quite good, especially in a class like Hunter, and The Boomsday Project's Electra Stormsurge was all but an unplayable card. For this reason, we think you'll eventually complete Twinning! even without specifically grinding it out; however, doing so won't require much time, so here's how we'd proceed.

For this occasion, we suggest a Naga-intensive list, with lots of tools that either add spells to your hand (fundamental to fulfill Twinbow Terrorcoil's conditional Battlecry) or cycle through your deck, as well as some bouncers like Youthful Brewmaster and Devouring Swarm for additional progression points.

  • Naga usually have synergy with spells you cast while they're in hand, so it's good to include in our deck spells that generate more spells.
  • We went rather creative with the deckbuilding, adding a bunch of Neutral Naga for the Neutral achievements listed in Related Achievement: Conch's Call is particularly proficient at drawing Naga, especially if you add Crushclaw Enforcer to the mix.
  • Once you'll bring back Twinbow Terrorcoil to your hand, you'll have to play another spell in order for Terrorcoil's effect to be online once again - pay attention to the sequencing!

Other Resources

In case you're still deep in your achievement hunt, worry not: we prepared a guide for each class (and neutrals!) for you to take inspiration from, so that you'll be able to complete them in no time for those sweet sweet XP points.

Our clever community members set up a forum thread to share your achievement progression journey, and we have added an #achievements channel on our Discord server if you want to talk with others in real-time. If you need an assist, you can also respond to this guide and we'll do our best to help you out; the comments are also a great way to share your own decks that you've used to complete the achievements above.

Good luck tackling any of these achievements for your experience boost or just for the sake of satisfying completion!