Ret needs to reach the target without spending all its CC before the burst. Holy can turn a fight with a timely dispel or defensive, while Shockadin mixes healing with
Holy Shock damage. Judgement no longer consumes your seal in Forever, so familiar Classic sequences need another look. Below are level-60 builds, seal choices, defensives and matchups based on beta 1.60.1.
PvP shorthand: a quick glossary
- Ret / Holy / Prot
- Retribution / Holy / Protection. Shockadin builds combine healing and
Holy Shock damage. - Cast / kick
- Casting a spell / interrupting it. Players may say “kick” even when the interrupt is not the Rogue ability Kick.
- Silence / school lockout
- Silence prevents spellcasting; a school lockout blocks the interrupted school. They are different effects.
- CC / DR
- Crowd control / diminishing returns. Repeated control in the same DR category has a shorter duration.
- Burst / cooldowns
- A short damage window / abilities with a cooldown. “Use defensives” means spend defensive cooldowns.
- DoT / HoT
- Damage over time / healing over time.
- Dispel / purge
- Remove an effect. An offensive dispel, often called a purge, removes a buff from an enemy.
- Kite / peel / fake cast
- Keep an enemy at range / help a teammate shake off attackers / cancel your cast to bait an interrupt.
- Opener / reset
- Your opening sequence / disengaging to set up another attempt.
How to play a Paladin in WoW Forever PvP
A PvP Paladin wears plate, heals itself and is incredibly hard to kill. You kill more slowly than others, but outlasting you is difficult:
Divine Shield grants immunity for 12 seconds,
Lay on Hands heals to full every 20 minutes, and
Cleanse removes dispellable poison, disease and magic effects, such as
Polymorph on an ally. You cannot cast it while CC prevents you from acting, and not every fear or root is dispellable magic.
Mobility is the weakness. You have no Charge,
Blink or slow, and your only interrupt is
Hammer of Justice, a 6-second stun on a one-minute cooldown. Mages and Hunters therefore kite you; your answers are
Blessing of Freedom,
Pursuit of Justice and ranged attacks: Judgement,
Holy Shock and
Hammer of Wrath.
Your resource is mana. Almost everything you apply is magic: blessings, seals and
Righteous Fury. Shamans, Priests and Warlock Felhunters can remove them, and every dispelled seal costs another global cooldown and mana. Every Paladin spell, including
Divine Shield, also belongs to the Holy school. Kick,
Counterspell or
Shield Bash locks everything at once: healing, Hammer and even the bubble.
Paladins have three roles. Retribution uses a two-hander with
Seal of Command, Repentance and burst against stunned targets for duels and world PvP. Holy heals battlegrounds with
Holy Shock, Cleanse and
Blessing of Freedom for allies. Shock-Ret and Shockadin hybrids damage and heal from range, Forever's major new option for the class. Protection is a niche flag-carrying spec in PvP.
Since October 15, Salvation and its group version no longer occupy a blessing slot; a separate Revoke command removes Salvation from a selected member.
Righteous Fury grants +90% Holy threat. Consecration's spell-power scaling was reduced from 9.5% to 4.2% per tick, and
Shield Specialization restores 4% mana at most once every 3 seconds.
Champion of the Light grants spell power equal to 10/20/30% of Intellect.
Specs: Classic versus Forever
Classic's main PvP Paladin was a 31/20/0 healer:
Holy Shock at 31 points, 16-second Freedom and
Improved Hammer of Justice. Retribution 10/10/31 or 13/7/31 relied on 31-point Repentance and
Seal of Command, but lacked a slow and depended on procs - triggered effects - for burst. Duel guides called Warrior the easiest opponent and Mage, Hunter, Priest and Warlock difficult ones. Shockadin, Holy with Retribution investment, was a meme because Shock was too deep in the tree.
Forever moves
Holy Shock and Repentance to 21 points, opening real hybrid builds. Holy gains
Voice of Truth,
Infusion of Light and the 31-point
Light's Vigil; Retribution gains Vengeance, instant
Hammer of Wrath and the 31-point
Twist of Light. Protection adds
Templar's Bulwark and
Sacred Duty, while Reckoning again stores up to four charges after October 15; the next auto-attack consumes them for one extra attack per charge.
The key hybrid change:
Holy Shock and Repentance now fit together, whereas Classic required 62 points. That creates 21/0/30 and 30/0/21 combinations. Shock with
Twist of Light, or
Light's Vigil with Repentance, still cannot fit: either requires 52 points.
Assessments from before October 15: Mobalytics' level-30 beta duel tier list places Paladin in C alongside Warrior: strong defenses, but Retribution is easily kited, and surviving is not the same as winning. Supatease places Shockadin in B and Retribution in C. RankedBoost, evaluating level 60 trees, puts Retribution and Holy in A and Protection in B. At 30, Paladins still lack
Divine Shield,
Hammer of Wrath, Cleanse and the 6-second Hammer, so they should become considerably stronger at 60. These rankings do not account for the latest patch and are not a current class comparison.
| Tree | Classic | Forever |
|---|---|---|
| Retribution | Repentance at 31 points; burst from | Repentance at 21, |
| Holy | 31/20/0 healer; | Shock at 21 on a 10-second cooldown, |
| Protection | Rarely played in PvP | |
| Hybrids | Shock and Repentance could not fit together | 21/0/30 and 30/0/21: Shock and Repentance in one build |
Choosing a race
Three races can be Paladins in Forever: Human and Dwarf on Alliance, Undead only on Horde. Skyborne, Gnomes and Elves cannot. For PvP, control-breaking racials matter most because Paladins lack their own stun or fear break. Undead Shadow resistance and Dwarf Frost resistance are also absent in Forever.
| Race | What it offers a PvP Paladin | Best for |
|---|---|---|
| Human | The best duelist against Rogues and Warriors: break | |
| Dwarf | Stoneform removes bleeds, poisons and diseases. Earth Fury: +2% critical damage and healing regardless of weapon, not critical strike chance. | Against Rogues: Cleanse cannot remove bleeds, while Stoneform clears everything together |
| Undead | The only Horde Paladin; a fear break against Warlocks and Priests |
Seals and Judgement: how they work
- A seal lasts 30 seconds on you and adds an effect to your attacks. Only one can be active.
Judgement no longer consumes the seal: it remains active while its Judgement hits the target. Judgement has 10-yard range and a 10-second cooldown, or 8 talented, and is off the global cooldown, so use it together with an attack.
Seal of Command can add 70% weapon damage as Holy damage to an attack. Its Judgement deals 194-211, doubled to 388-422 against stunned or incapacitated targets. Hammer first, Judgement second.
Seal of Righteousness adds 24-83 Holy damage to every attack, and its Judgement deals 187-203. This is steady damage without procs.
Seal of the Crusader grants +325 attack power, while attacks become 40% faster and weaker. Its Judgement lasts 40 seconds on the target, increasing Holy damage taken by 161.
Seal of Justice has a chance to stun for 2 seconds. Its Judgement prevents fleeing, but that means NPC fleeing: it does not slow players.
Seal of Light heals you on attacks; Seal of Wisdom restores mana. Their Judgements last 40 seconds and heal or restore mana to everyone attacking the target.- All seals and Judgements are magic. Shamans remove them with Purge, Priests with dispels, Felhunters with
Devour Magic and Warriors with
Shield Slam. Every removed seal costs a global cooldown and mana to replace, the leading Paladin complaint on the beta forum. - Retribution's 31-point
Twist of Light grants an Echo: switch from
Seal of Command, Righteousness, Fury or Justice to another seal and your next attack also applies the old seal. This is not Classic seal twisting, but two effects on one attack after switching. - Spell names must match the client exactly. The Russian Seal of the Crusader name contains a Latin C, which can break manually typed Russian macros; Shift-click the spell from the spellbook instead. In the English client, use Seal of the Crusader.
Abilities: what to press, when and why
Below are the Paladin's level 60 abilities by purpose. The level indicates when a trainer teaches the ability or where it becomes available in the talent tree. A quick reference follows.
Crowd control and interrupts
Hammer of Justice is your only interrupt. It is instant, has 10-yard range and, at the highest rank learned at 54, stuns for 6 seconds on a one-minute cooldown, or 45 seconds talented. It is magic: an allied Priest or Paladin can remove it. Against casters, Hammer a cast rather than using it on cooldown. After another player's
Cheap Shot, it lasts half as long because they share diminishing returns.
Repentance is Retribution's 21-point talent. It incapacitates for 6 seconds, breaks on any damage, has a one-minute cooldown and only works on humanoids. It does not affect Druid forms, Shaman wolves, pets or demons, but does affect Undead players. Hammer and Repentance have different diminishing-return categories, so chained together they provide up to 12 seconds of control.
Holy Wrath, learned at 50, casts in 2 seconds and stuns undead and demons within 20 yards for 2 seconds;
Exorcism instantly hits them from 30 yards. These do not work against Undead players, who count as humanoids. Warlock pets are demons, however, and Exorcism and
Holy Wrath kill Succubi or Felhunters quickly.
Defensives and Forbearance
Divine Shield grants immunity to damage and spells for 12 seconds, on a 5-minute cooldown or 4 talented. It cannot be removed. You can heal and cast inside it, but Forever halves your damage. Rank 1 at 34 lasts 10 seconds; rank 2 at 50 lasts 12.
Divine Protection does the same for 8 seconds, but prevents attacks and physical abilities.
Blessing of Protection protects you or an ally from physical attacks for 10 seconds, but the target cannot attack with weapons. The cooldown is 5 minutes, or 3 with
Guardian's Favor. It is dispellable magic. It saves a healer from Warriors and Rogues, but does nothing against a Mage.
Templar's Bulwark is Protection's 21-point talent: an 8-second absorb equal to 100% of your health, off the global cooldown.
Divine Shield, Divine Protection,
Blessing of Protection and
Templar's Bulwark apply one minute of Forbearance, preventing any of them from being received again. Bubble and Bulwark are alternatives, not consecutive shields. Bubbling at the start also prevents another Paladin from giving you
Blessing of Protection.
Voice of Truth is Holy's 11-point talent: 6 seconds of immunity to silence and interrupts, on a 3-minute cooldown, off the global cooldown and undispellable. Every Paladin spell is Holy, so after Kick,
Counterspell,
Shield Bash or
Earth Shock, you cannot even use
Divine Shield. Voice is Holy too: use it before the interrupt, not after.
Blessings
Blessing of Freedom grants immunity to slows and roots for 10 seconds, or 16 talented. It has a 20-second cooldown and 30-yard range. Freedom does not protect against stuns and is magic. Apply it to your flag carrier or a kited melee ally in response to a slow, not preemptively, when it would simply be dispelled.
Blessing of Sacrifice transfers 55 damage from every hit on an ally to you for 30 seconds, with no cooldown; it cannot target yourself. Blessings of Kings, Might and Wisdom last an hour in Forever, and all Paladins learn Kings at 20. These are dispelled first in battlegrounds. Blessing of Sanctuary and Sanctity Aura do not exist in Forever.
Healing and cleansing
Holy Light casts in 2.5 seconds and heals 1524-1694, 4% less than Classic Era.
Flash of Light casts in 1.5 seconds and heals 299-333, 14% less. Forever gear has more spell power, however.
Holy Shock is Holy's 21-point talent: instant enemy damage or ally healing on a 10-second cooldown, with higher ranks trained at 40, 48 and 56. Its tooltip lists 20-40 yards, apparently 20 for enemies and 40 for allies.
Divine Favor, off the global cooldown, guarantees a critical Flash of Light,
Holy Light or
Holy Shock, on a 2-minute cooldown. The buff is dispellable, so heal immediately.
Light's Vigil is Holy's capstone: it lasts 30 seconds on the target and makes your next Shock on that target trigger no cooldown. On an enemy, it deals extra damage and refunds 75% of Vigil's mana; on an ally, it heals their entire party. Vigil is expensive.
Lay on Hands heals the target for your maximum health and restores 550 mana, on a 20-minute cooldown rather than an hour. It consumes your mana but does not stop regeneration.
Cleanse, learned at 42, removes one poison, one disease and one magic effect per cast:
Polymorph, Fear, Seduction, roots,
Frost Nova, an enemy Paladin's Hammer or Silence. It does not remove curses,
Psychic Scream,
Intimidating Shout, Sap or Rogue stuns. Paladins have no offensive dispel and cannot remove enemy buffs.
Damage
Holy Strike is a new Forever ability from level 6: 50% weapon damage plus 97-121 Holy damage, on a 10-second cooldown for 20 mana. Judgement is off the global cooldown, so Judgement and Holy Strike can share a button.
Hammer of Wrath, learned at 44, hits from 30 yards for 489-538 against targets at 20% health or below, on a 6-second cooldown. It has a 1-second cast, made instant by
Instrument of Law: your finisher against fleeing kiters.
Consecration damages nearby enemies, but in Forever only the first 4 targets take full damage. It can still reveal stealthed Rogues and Druids.
Quick reference
| Ability | Level | Cooldown | PvP purpose |
|---|---|---|---|
| 6 | 5 min | 8 sec without damage, but no attacks either | |
| 6 | 10 sec | Attack alongside Judgement | |
| 8; 6-sec stun from 54 | 1 min, 45 sec talented | Interrupt and stun | |
| 10 | 5 min, 3 talented | Save an ally from melee | |
| 10 | 20 min | Full health | |
| 18 | 20 sec | Break kiting and remove roots | |
| Talent, 20 | 3 min | Cast without interrupts | |
| Talent, 20 | - | Burst against a stunned target | |
| Talent, 25 | 2 min | Guaranteed healing critical strike | |
| Talent, 30 | 1 min | 6 sec of control | |
| Talent, 30 | 10 sec | Ranged damage or healing | |
| Talent, 30 | 5 min, 4 talented | Absorb equal to your full health | |
| 34; 12 sec from 50 | 5 min, 4 talented | Immunity | |
| Talent, 40 | 6 sec | A second Shock without a cooldown | |
| 42 | - | Remove | |
| 44 | 6 sec | Finish from 30 yards | |
| 46 | - | Transfer damage from an ally | |
| 50 | 1 min | Stun demons |
Combinations: building a fight
- Retribution burst.
Seal of Command → Hammer → double-damage Judgement of Command on the stunned target → Holy Strike → attacks with seal procs while the target stands still. With
Twist of Light, switch to Righteousness after a couple of attacks: the next swing also applies Command's Echo. - 12 seconds of control. Hammer for 6 seconds, then Repentance for another 6 when it ends. Their diminishing-return categories differ. Use this time for
Holy Light, a potion or bandage, but do not hit the Repentance target: damage wakes it. - Bubble and heal.
Divine Shield, then three or four Holy Lights within its 12 seconds. Divine Protection gives the same window for 8 seconds, but prevents attacks. Once healed, cancel the bubble with a macro and return to full damage. - Time Freedom. Apply it in response to
Hamstring,
Frost Nova or
Concussive Shot.
Guardian's Favor extends it to 16 seconds on a 20-second cooldown. It does not prevent stuns: against Rogues and Warriors, you need a potion or
Will to Survive. - Healing.
Holy Shock crit →
Infusion of Light → next
Holy Light casts in 1.5 seconds. Against dangerous burst,
Divine Favor and
Holy Light. Put
Light's Vigil on the carrier in advance; the following cooldown-free Shock heals the entire party. - Against casters.
Voice of Truth, then two uninterrupted Holy Lights within 6 seconds.
Templar's Bulwark. Absorb first, heal second. You cannot use
Divine Shield during that same minute.
Diminishing returns
Repeated control of the same type on one target lasts less time: in Classic, 100%, then 50%, 25% and immunity, resetting after roughly 15-20 seconds. Forever's categories come from client 1.60.1 data. The key Paladin point: Hammer and Repentance have different categories, so both work at full duration when chained. Rogue
Kidney Shot also has its own category, separate from
Cheap Shot.
| Effect | Diminishing returns | Shares with |
|---|---|---|
| Stuns | ||
| Repentance | Incapacitation | |
| Random stuns | Priest Blackout, | |
| Fear; undead NPCs only | Fear, |
Builds: which talents to take and why
Below are six level 60 builds: two Retribution, a Shockadin, two healers and a flag carrier. Each includes an in-game-style tree, an explanation of every talent and a leveling order. The number in an icon's upper-left corner is the level at which you take the first point.
There is currently only one published level 60 Forever Paladin PvP build: RankedBoost's 30/21/0 healer. The others reflect our reading of the talent tree, Classic equivalents and beta tests. Talents unlock at level 10 and can be reset at a class trainer; dual specialization comes at 40. If talents change before November 4, we will update the builds.
Three numbers such as 20/0/31 show talent points in the three trees, from left to right: Holy, Protection, Retribution. They are not character levels.
Retribution: Twist of Light and Repentance (13/7/31)
The main damage build for duels and world PvP, succeeding Classic's 10/10/31.
Seal of Command from 20, Repentance from 30,
Twist of Light from 40, Vengeance, instant
Hammer of Wrath and +15% movement speed. Holy supplies
Voice of Truth and
Improved Seals; Protection gives 16-second Freedom and
Blessing of Protection every 3 minutes. Strengths: the Paladin's biggest burst and 12 seconds of control. Weaknesses: no
Holy Shock or Improved Hammer, and seals remain dispellable.
Variations: 10/10/31 with Precision instead of
Voice of Truth if gear lacks hit: open in the calculator →. 2/18/31 with Improved Hammer and
Sacred Duty gives Hammer every 45 seconds and bubble every 4 minutes: better duel control, but no Voice. Open in the calculator →. 0/21/30 replaces
Twist of Light with
Templar's Bulwark for battlegrounds: open in the calculator →.
Benediction 5/5Instant spells and abilities cost 10% less: seals, Judgement and Hammer.
Improved Judgement 2/2Judgement has an 8-second cooldown instead of 10.
Conviction 5/5+5% melee critical strike chance at 5/5. Critical hits enable Vengeance.
Seal of Command 1/1Attacks can proc 70% weapon damage as Holy; Judgement deals double damage to stunned targets.
Sanctified Judgement 3/3Judgement refunds 60% of the seal's cost. Required for Vengeance.
Pursuit of Justice 2/2+15% running and mounted speed. Helps catch kiters, though not always.
Sacred Arbiter 1/1Holy Strike deals 20% more damage and refreshes Judgements on the target.
Eye for an Eye 1/2Returns 5% of every critical hit's damage to the attacker.
Repentance 1/16 seconds of humanoid control, on a one-minute cooldown.
Vengeance 3/3After a critical hit, +3% physical and Holy damage for 30 seconds, stacking up to three times.
Two-Handed Weapon Specialization 3/3+6% two-handed weapon damage.
Instrument of Law 2/2
Hammer of Wrath becomes instant: a finisher from 30 yards.
Champion of the Light 1/3Spell power increases by 10% of Intellect, slightly strengthening seals and Judgement. Essentially a point to unlock the capstone.
Twist of Light 1/1Seals cost 20% less, and switching seals grants an Echo: the next attack applies the previous seal too.
Divine Strength 5/5+10% Strength.
Improved Seals 3/3Seals and Judgements deal 15% more damage.
Unyielding Faith 2/2Fears and disorients last 30% less time on you.
Spiritual Focus 2/2Damage has a 70% chance not to push back Flash of Light and
Holy Light, letting you heal in combat.
Voice of Truth 1/16 seconds of immunity to interrupts and silence.
Toughness 5/5+10% armor from gear.
Guardian's Favor 2/2
Blessing of Protection every 3 minutes and Freedom for 16 seconds.
Level-by-level order
- 10–14
Benediction 5/5 - 15–16
Improved Judgement 2/2 - 17–19
Conviction 3/5 - 20
Seal of Command 1/1 - 21–22
Conviction 5/5 - 23–25
Sanctified Judgement 3/3 - 26–27
Pursuit of Justice 2/2 - 28
Sacred Arbiter 1/1 - 29
Eye for an Eye 1/2 - 30
Repentance 1/1 - 31–33
Vengeance 3/3 - 34–36
Two-Handed Weapon Specialization 3/3 - 37–38
Instrument of Law 2/2 - 39
Champion of the Light 1/3 - 40
Twist of Light 1/1 - 41–45
Divine Strength 5/5 - 46–48
Improved Seals 3/3 - 49–50
Unyielding Faith 2/2 - 51–52
Spiritual Focus 2/2 - 53
Voice of Truth 1/1 - 54–58
Toughness 5/5 - 59–60
Guardian's Favor 2/2
Shock-Ret: Holy Shock and Repentance (21/0/30)
Forever's major new combination: Classic could not fit Shock and Repentance together. A two-hander with
Seal of Command, Vengeance and Repentance, plus
Holy Shock for finishing and healing,
Voice of Truth,
Divine Favor and
Infusion of Light.
Champion of the Light 3/3 converts 30% of Intellect to spell power, strengthening seals, Judgement and Shock. Strengths: two ranged attacks against kiting, Shock from 20 yards and
Hammer of Wrath from 30, plus combat healing. Weaknesses: no
Twist of Light,
Guardian's Favor or Improved Hammer; gearing splits between Strength and Intellect.
Order: Retribution through Repentance and Vengeance first, then Holy through Shock, finishing with
Instrument of Law and
Champion of the Light. Mobalytics specifically praises Shock builds at level 30.
Benediction 5/5Instant spells cost 10% less, and this build uses many.
Improved Judgement 2/2Judgement every 8 seconds.
Conviction 5/5+5% melee critical strike chance at 5/5.
Seal of Command 1/1Holy procs and double Judgement damage against stunned targets.
Sanctified Judgement 3/3Judgement refunds 60% of the seal's cost. Required for Vengeance.
Pursuit of Justice 2/2+15% movement speed.
Sacred Arbiter 1/1Holy Strike deals 20% more damage and refreshes Judgements.
Eye for an Eye 1/2Returns 5% of critical damage taken to the attacker.
Repentance 1/16 seconds of humanoid control.
Vengeance 3/3After a critical hit, +3% physical and Holy damage for 30 seconds, stacking up to three times.
Divine Intellect 5/5+10% Intellect: more mana, and more spell power with
Champion of the Light.
Improved Seals 3/3Seals and Judgements deal 15% more damage.
Unyielding Faith 2/2Fears and disorients last 30% less time.
Spiritual Focus 2/2Damage is less likely to push back
Holy Light and Flash of Light.
Voice of Truth 1/16 seconds without interrupts or silence.
Reverence 3/330% of mana regeneration continues while casting.
Divine Favor 1/1Guaranteed critical Shock, Flash of Light or
Holy Light, on a 2-minute cooldown.
Infusion of Light 2/2A Shock or Flash of Light crit makes your next
Holy Light cast 1 second faster.
Illumination 1/5One filler point: healing crits have a 20% chance to refund half the cost.
Holy Shock 1/1Instant damage or healing, on a 10-second cooldown.
Two-Handed Weapon Specialization 1/3+2% two-handed weapon damage.
Instrument of Law 2/2Instant
Hammer of Wrath from 30 yards.
Champion of the Light 3/3Spell power increases by 30% of Intellect.
Level-by-level order
- 10–14
Benediction 5/5 - 15–16
Improved Judgement 2/2 - 17–19
Conviction 3/5 - 20
Seal of Command 1/1 - 21–22
Conviction 5/5 - 23–25
Sanctified Judgement 3/3 - 26–27
Pursuit of Justice 2/2 - 28
Sacred Arbiter 1/1 - 29
Eye for an Eye 1/2 - 30
Repentance 1/1 - 31–33
Vengeance 3/3 - 34–38
Divine Intellect 5/5 - 39–41
Improved Seals 3/3 - 42–43
Unyielding Faith 2/2 - 44–45
Spiritual Focus 2/2 - 46
Voice of Truth 1/1 - 47–49
Reverence 3/3 - 50
Divine Favor 1/1 - 51–52
Infusion of Light 2/2 - 53
Illumination 1/5 - 54
Holy Shock 1/1 - 55
Two-Handed Weapon Specialization 1/3 - 56–57
Instrument of Law 2/2 - 58–60
Champion of the Light 3/3
Shockadin: Light's Vigil and Seal of Command (31/0/20)
The closest to Classic Shockadin: Holy to the capstone and 20 points in Retribution. Shock from level 30,
Light's Vigil from 40: apply Vigil and your next Shock on that target hits harder without triggering its cooldown.
Holy Power 5/5 adds 15% Shock critical strike chance,
Divine Favor guarantees a crit, and
Improved Seals strengthens Judgement. Strengths: two-Shock ranged burst and strong healing. Weaknesses: no Repentance,
Champion of the Light or
Templar's Bulwark; Vigil plus Shock costs a lot of mana.
Assessments from before October 15: Supatease places level-30 Shockadin in B, above Retribution. Beta forum players say
Light's Vigil was designed for this playstyle rather than healing. These rankings do not account for the latest patch and are not a current class comparison.
Divine Intellect 5/5+10% Intellect: more mana for Shock and Vigil.
Improved Seals 3/3Seals and Judgements deal 15% more damage.
Unyielding Faith 2/2Fears and disorients last 30% less time.
Spiritual Focus 2/2Damage has a 70% chance not to push back
Holy Light, Flash of Light and Vigil.
Voice of Truth 1/16 seconds without interrupts or silence.
Reverence 3/330% of mana regeneration continues while casting.
Divine Favor 1/1Guaranteed critical Shock or heal, on a 2-minute cooldown.
Infusion of Light 2/2A Shock crit makes your next
Holy Light cast in 1.5 seconds.
Illumination 4/5Healing crits refund half the base cost; at 4/5, the chance is 80%.
Holy Shock 1/1Instant damage or healing, on a 10-second cooldown.
Divine Precision 1/3+6% Holy spell hit: offensive Shock misses less often.
Holy Power 5/5+15% critical strike chance for Shock and Holy Strike, +5% for other spells.
Light's Vigil 1/1Your next Shock on the target has no cooldown and gains a bonus.
Benediction 5/5Instant spells cost 10% less.
Improved Judgement 2/2Judgement every 8 seconds.
Conviction 5/5+5% melee critical strike chance at 5/5.
Seal of Command 1/1Holy procs and double Judgement damage against stunned targets.
Sanctified Judgement 3/3Judgement refunds 60% of the seal's cost.
Pursuit of Justice 2/2+15% movement speed.
Eye for an Eye 2/2Returns 10% of every critical hit's damage to the attacker.
Level-by-level order
- 10–14
Divine Intellect 5/5 - 15–17
Improved Seals 3/3 - 18–19
Unyielding Faith 2/2 - 20–21
Spiritual Focus 2/2 - 22
Voice of Truth 1/1 - 23–25
Reverence 3/3 - 26
Divine Favor 1/1 - 27–28
Infusion of Light 2/2 - 29
Illumination 1/5 - 30
Holy Shock 1/1 - 31–33
Illumination 4/5 - 34
Divine Precision 1/3 - 35–39
Holy Power 5/5 - 40
Light's Vigil 1/1 - 41–45
Benediction 5/5 - 46–47
Improved Judgement 2/2 - 48–50
Conviction 3/5 - 51
Seal of Command 1/1 - 52–53
Conviction 5/5 - 54–56
Sanctified Judgement 3/3 - 57–58
Pursuit of Justice 2/2 - 59–60
Eye for an Eye 2/2
Healer: Templar's Bulwark and Improved Hammer (30/21/0)
The main battleground healer and RankedBoost's only Paladin PvP build. Holy to 30 points:
Voice of Truth against Kick, Shock every 10 seconds,
Infusion of Light, Illumination 5/5 and
Divine Favor. Protection gives 16-second Freedom,
Blessing of Protection every 3 minutes, Hammer every 45 seconds,
Sacred Duty and
Templar's Bulwark. Strengths: the most defenses and healing. Weaknesses: no Repentance or
Light's Vigil; bubble, Bulwark and
Blessing of Protection share Forbearance.
Variations: 31/20/0 with
Light's Vigil instead of
Templar's Bulwark gives two consecutive Shocks and party healing: open in the calculator →. The same 30/21/0 with
Improved Righteous Fury instead of Redoubt gives 6% less damage taken while
Righteous Fury is active: open in the calculator →.
Divine Intellect 5/5+10% Intellect: more mana.
Healing Light 3/3
Holy Light, Flash of Light and Shock heal for 12% more.
Spiritual Focus 2/2Damage has a 70% chance not to push back
Holy Light and Flash of Light.
Unyielding Faith 2/2Fears and disorients last 30% less time.
Voice of Truth 1/16 seconds without interrupts or silence:
Holy Light under pressure.
Reverence 3/330% of mana regeneration continues while casting.
Divine Favor 1/1Guaranteed healing crit, on a 2-minute cooldown.
Infusion of Light 2/2A Shock or Flash of Light crit makes your next
Holy Light cast in 1.5 seconds.
Illumination 5/5Healing crits refund half the base cost.
Holy Shock 1/1Instant healing while moving, on a 10-second cooldown.
Divine Precision 1/3+6% Holy spell hit.
Holy Power 4/5+12% Shock critical strike chance, +4% for other healing.
Toughness 5/5+10% armor from gear.
Guardian's Favor 2/2
Blessing of Protection every 3 minutes and Freedom for 16 seconds.
Anticipation 5/5+20 Defense at 5/5: fewer incoming critical hits.
Sacred Duty 2/2+4% Stamina;
Divine Shield and Divine Protection cool down one minute sooner.
Redoubt 3/5Being hit can increase block chance. Essentially points to unlock the next row.
Improved Hammer of Justice 3/3Hammer every 45 seconds.
Templar's Bulwark 1/1An 8-second absorb equal to your full health.
Level-by-level order
- 10–14
Divine Intellect 5/5 - 15–17
Healing Light 3/3 - 18–19
Spiritual Focus 2/2 - 20–21
Unyielding Faith 2/2 - 22
Voice of Truth 1/1 - 23–25
Reverence 3/3 - 26
Divine Favor 1/1 - 27–28
Infusion of Light 2/2 - 29
Illumination 1/5 - 30
Holy Shock 1/1 - 31–34
Illumination 5/5 - 35
Divine Precision 1/3 - 36–39
Holy Power 4/5 - 40–44
Toughness 5/5 - 45–46
Guardian's Favor 2/2 - 47–49
Anticipation 3/5 - 50–51
Sacred Duty 2/2 - 52–53
Anticipation 5/5 - 54
Redoubt 1/5 - 55–57
Improved Hammer of Justice 3/3 - 58–59
Redoubt 3/5 - 60
Templar's Bulwark 1/1
Healer with Repentance (30/0/21)
A healer for duels and world PvP: the same 30 Holy points, but Retribution through Repentance replaces Protection. Hammer and Repentance give up to 12 seconds of consecutive control,
Pursuit of Justice adds 15% movement speed, Deflection and
Eye for an Eye help against melee, and
Seal of Command's Judgement against stunned targets provides some damage. Weaknesses: no Improved Hammer,
Templar's Bulwark or
Guardian's Favor, so Freedom lasts 10 seconds and
Blessing of Protection is every 5 minutes. Stronger than the previous build against casters and in world PvP, but with weaker defenses for battleground group play.
Divine Intellect 5/5+10% Intellect: more mana.
Healing Light 3/3
Holy Light, Flash of Light and Shock heal for 12% more.
Spiritual Focus 2/2Damage has a 70% chance not to push back
Holy Light and Flash of Light.
Unyielding Faith 2/2Fears and disorients last 30% less time.
Voice of Truth 1/16 seconds without interrupts or silence.
Reverence 3/330% of mana regeneration continues while casting.
Divine Favor 1/1Guaranteed healing crit, on a 2-minute cooldown.
Infusion of Light 2/2A Shock or Flash of Light crit makes your next
Holy Light cast in 1.5 seconds.
Illumination 5/5Healing crits refund half the base cost.
Holy Shock 1/1Instant healing or damage, on a 10-second cooldown.
Divine Precision 1/3+6% Holy spell hit: the talent wording suggests Repentance misses less often.
Holy Power 4/5+12% Shock critical strike chance, +4% for other healing.
Benediction 5/5Instant spells cost 10% less.
Improved Judgement 2/2Judgement every 8 seconds.
Deflection 5/5+5% parry at 5/5, useful against Warriors and Rogues.
Seal of Command 1/1Holy procs and double Judgement damage against stunned targets.
Pursuit of Justice 2/2+15% movement speed: reach enemies and escape.
Vindication 3/3Attacks reduce the target's attack power and grant you +3% attack power for 30 seconds.
Eye for an Eye 2/2Returns 10% of every critical hit's damage to the attacker.
Repentance 1/16 seconds of humanoid control: stop an enemy healer or a melee attacker while you heal.
Level-by-level order
- 10–14
Divine Intellect 5/5 - 15–17
Healing Light 3/3 - 18–19
Spiritual Focus 2/2 - 20–21
Unyielding Faith 2/2 - 22
Voice of Truth 1/1 - 23–25
Reverence 3/3 - 26
Divine Favor 1/1 - 27–28
Infusion of Light 2/2 - 29
Illumination 1/5 - 30
Holy Shock 1/1 - 31–34
Illumination 5/5 - 35
Divine Precision 1/3 - 36–39
Holy Power 4/5 - 40–44
Benediction 5/5 - 45–46
Improved Judgement 2/2 - 47–49
Deflection 3/5 - 50
Seal of Command 1/1 - 51–52
Pursuit of Justice 2/2 - 53–54
Deflection 5/5 - 55–57
Vindication 3/3 - 58–59
Eye for an Eye 2/2 - 60
Repentance 1/1
Flag carrier: Holy Shield and Templar's Bulwark (8/31/12)
A niche build for flag carrying and holding bases.
Templar's Bulwark from 30,
Holy Shield from 40,
Shield Specialization restoring mana from blocks,
Improved Righteous Fury reducing damage by 6%, and
Sacred Duty shortening shield cooldowns by a minute. Retribution supplies
Pursuit of Justice and Deflection; Holy gives
Unyielding Faith. You lack damage and Repentance.
After the October 15 patch, Reckoning once again stacks up to four charges. Your next auto-attack consumes them, granting one additional attack per charge. The instant attack no longer resets the auto-attack timer. The October 8 proc restriction should not be interpreted as preventing charge stacking. Open in the calculator →
Toughness 5/5+10% armor from gear.
Guardian's Favor 2/2
Blessing of Protection every 3 minutes and Freedom for 16 seconds.
Redoubt 5/5Being hit has a 10% chance to increase block chance; at 5/5, the increase is 20%.
Sacred Duty 2/2+4% Stamina; shields cool down one minute sooner.
Anticipation 5/5+20 Defense at 5/5: fewer incoming critical hits.
Improved Hammer of Justice 3/3Hammer every 45 seconds.
Templar's Bulwark 1/1An 8-second absorb equal to your full health.
Shield Specialization 3/3Your shield blocks 30% more damage, and blocking restores 4% mana, at most once every 3 seconds.
Improved Righteous Fury 3/3All damage taken is reduced by 6% while
Righteous Fury is active.
Reckoning 1/5One filler point: an occasional extra attack after blocking or taking a critical hit.
Holy Shield 1/1+30% block for 10 seconds and 110 Holy damage per block, with 4 charges.
Benediction 5/5Instant spells cost 10% less.
Deflection 5/5+5% parry.
Pursuit of Justice 2/2+15% movement speed.
Divine Intellect 5/5+10% Intellect: more mana to heal yourself.
Unyielding Faith 2/2Fears and disorients last 30% less time; fear near water on the Islands is dangerous.
Spiritual Focus 1/2Damage has a 35% chance not to push back healing.
Level-by-level order
- 10–14
Toughness 5/5 - 15–16
Guardian's Favor 2/2 - 17–19
Redoubt 3/5 - 20–21
Sacred Duty 2/2 - 22–23
Redoubt 5/5 - 24
Anticipation 1/5 - 25–27
Improved Hammer of Justice 3/3 - 28–29
Anticipation 3/5 - 30
Templar's Bulwark 1/1 - 31–32
Anticipation 5/5 - 33–35
Shield Specialization 3/3 - 36–38
Improved Righteous Fury 3/3 - 39
Reckoning 1/5 - 40
Holy Shield 1/1 - 41–45
Benediction 5/5 - 46–50
Deflection 5/5 - 51–52
Pursuit of Justice 2/2 - 53–57
Divine Intellect 5/5 - 58–59
Unyielding Faith 2/2 - 60
Spiritual Focus 1/2
Retribution: duels and world PvP
Retribution wins through survival, not just a single burst. You have plate, healing and bubble, and your opponent usually runs out of cooldowns first. Start with
Seal of Command and a blessing, use Judgement alongside Holy Strike and stay in melee.
Save Hammer for an opening: when the opponent falls below half, after a Mage's
Blink, or whenever you can reach a Hunter. Immediately follow Hammer with Judgement of Command for double damage against the stunned target, then Holy Strike and attacks. If you need healing, follow Hammer with Repentance and cast
Holy Light or bandage. At 20% enemy health,
Hammer of Wrath becomes available, instant with
Instrument of Law.
Use
Divine Shield and Divine Protection preemptively: before Rogue
Kidney Shot, during a Fear cast, before Priest Scream or against Warrior Recklessness. You likely cannot activate them once stunned or feared. Your damage is halved inside the bubble, so cancel it with a macro once healed and attack. In repeated duels, remember the 5-minute bubble cooldown and one minute of Forbearance: the second duel often has no immunities.
With
Twist of Light, attack under
Seal of Command, then switch to Righteousness so the next attack applies both. Against kiting, Retribution has only Freedom, Pursuit and ranged attacks, so avoid picking solo fights with Mages and Hunters.
Shock-Ret and Shockadin: ranged damage
Both builds use ranged
Holy Shock and heal in combat, but play differently. Shock-Ret 21/0/30 uses a two-hander with Repentance and Vengeance: attacks and Judgement provide the main damage, while Shock finishes runners or heals during a pause. Shockadin 31/0/20 is a plate caster:
Light's Vigil, then two consecutive Shocks,
Holy Power for crit and
Infusion of Light for a fast
Holy Light.
Shock builds have two answers to kiting: Shock from 20 yards and
Hammer of Wrath from 30, instant for Shock-Ret. A Shock crit grants
Infusion of Light, reducing
Holy Light to 1.5 seconds. Before a long heal, activate
Voice of Truth for 6 seconds without interrupts.
Both struggle with gearing. Retribution wants Strength and crit; Shock wants Intellect and spell power.
Champion of the Light converts up to 30% of Intellect into spell power and eases that conflict. Beta forum players disagree over what defines the build: some call Shockadin Holy with Retribution investment; others argue that without Holy's capstone, Shock is merely Exorcism on a 10-second cooldown.
Battleground healing
Blessings for allies
Each Paladin can maintain one of their blessings on a target. Give Freedom to the flag carrier or a kited melee ally in response to a slow: preemptive Freedom gets Purged or dispelled.
Blessing of Protection saves allies under Rogue or Warrior burst. Remember that it applies Forbearance: if the ally is a Paladin, their own immunities are unavailable for a minute. Sacrifice goes on a healer or carrier and has no cooldown.
Cleanse: what to remove first
Cleanse removes one poison, one disease and one magic effect at once. Priority: first
Polymorph, Fear, Seduction, traps, Blind, Hammer and Repentance from a healer or carrier. Next roots and
Frost Nova from the carrier, then Silence and Blackout, and finally DoTs and slows. Leave curses to a Mage or Druid: Paladins cannot remove them.
Client data classifies Blind as a poison, so Cleanse should remove it, though this has not yet been tested in game.
Psychic Scream,
Intimidating Shout, Sap and Rogue stuns cannot be cleansed.
Survival
Voice of Truth protects long heals when a Rogue, Mage or Shaman is nearby. Use Divine Protection and bubble before control, not after. Lay on Hands has a 20-minute cooldown: spend it on yourself or the carrier near a base. In a skirmish,
Concentration Aura gives the party a 35% chance to avoid damage pushback; combined with
Spiritual Focus, your casts are very hard to push back.
Classic Holy Paladins were famous for being impossible to kill. Forever lowers baseline healing, but makes Lay on Hands more frequent and Shock available every 10 seconds. Enemies will burn your mana, apply
Mortal Strike and dispel blessings, so conserve mana and do not start fights half empty.
Darkspear Islands: flags and bases
The beta has one battleground: Darkspear Islands, 15 versus 15 from level 30. Four bases surround a central flag, which you carry to any friendly-controlled base. Client data suggests the Islands flag lacks Classic Warsong's rule that drops the flag when
Divine Shield or
Blessing of Protection is used. If verified in game, Paladins could become the best carriers: plate, healing, Freedom, bubble and self-Protection.
Damage interrupted base captures in Classic, so Consecration around the flag disrupts captures and reveals stealthed Rogues and Druids; Hammer and Repentance stop a lone capper. When attacking, Repentance the defender and capture. Fear near water sends you into shark-infested seas, making
Will of the Forsaken and
Unyielding Faith especially useful.
Every class matchup
Below is a level 60 plan against each class. These assessments combine Classic guides, Forever data and beta tier lists, not level 60 gameplay experience. The main plan is for Retribution in duels and world PvP, with separate notes for healers and Shock builds.
| Class | Retribution | Healer | Shock builds | Key point |
|---|---|---|---|---|
| Paladin | Even | Even | Even | Hammer and Repentance have separate diminishing returns; wait out their bubble |
| Warrior | Easy to even | Even | Easy | Freedom for |
| Hunter | Difficult | Difficult | Even to difficult | Hammer whenever possible; Freedom for roots |
| Rogue | Even to easy | Even | Even | Bubble for |
| Mage | Difficult | Even to difficult | Even | Freedom for Nova; Hammer after |
| Warlock | Difficult | Even to difficult | Even to difficult | |
| Shaman | Even to difficult | Even | Even | Freedom in response to Earthbind; destroy totems |
| Priest | Difficult | Even to difficult | Even to difficult | |
| Druid | Even | Even | Even | Repentance only in caster form; Freedom for roots |
Paladin
Forever has Paladins on both factions, so mirrors can now be cross-faction: Undead versus Human or Dwarf. Both have Hammer, Repentance, bubble and Freedom, and you cannot remove their buffs. Their 12-second bubble halves their own damage: step away, heal and do not waste Hammer or Repentance into it.
Voice of Truth does not prevent Hammer: a stun is neither a silence nor an interrupt.
Save your bubble for their Hammer; use yours when they fall below half so their cooldowns run out first. Humans can remove your Hammer with
Will to Survive. As a healer: two healing Paladins will not kill each other, so Repentance the enemy healer while your team attacks their ally.
Warrior
Watch for
Mortal Strike halving healing,
Hamstring roots, Intercept, a 10-second Disarm,
Shield Bash silence and Recklessness.
Shield Slam can remove one magic effect, such as Freedom. While disarmed, you still have Judgement,
Hammer of Wrath, Shock and healing.
Classic guides call Warrior the Paladin's easiest opponent because it lacks self-healing. You can Hammer on cooldown for a free damage window. Use Freedom on
Hamstring and do not let the Warrior escape to bandage.
Mortal Strike halves
Holy Light: Hammer then Repentance gives up to 12 seconds for MS to expire before healing. Answer Recklessness with Divine Protection or bubble. You cannot hold a fleeing Warrior. As a healer:
Blessing of Protection saves allies from Warrior burst; Freedom helps carriers against
Hamstring.
Hunter
One of your hardest opponents. Watch for in-combat
Freezing Trap,
Scatter Shot,
Wing Clip roots,
Concussive Shot,
Aimed Shot and mana-draining
Viper Sting. Survival in Forever has Deterrence, granting +25% dodge and parry for 10 seconds, and Counterattack, rooting you for 5 seconds after a parry.
Hammer at every opportunity: it is your main opening. Freedom stops slows and roots, including Counterattack. Bubble offensively to cross a trap and catch up, or defensively against
Aimed Shot. If you cannot reach the Hunter, kill the pet. During Deterrence, use Judgement and Shock rather than weapon attacks. Repentance after Hammer gives another 6 seconds, but shares diminishing returns with traps and
Scatter Shot. Cleanse
Serpent Sting,
Viper Sting and
Concussive Shot from yourself. Shock builds fare more evenly thanks to 20-yard Shock and healing while being kited.
Rogue
Watch for
Cheap Shot and
Kidney Shot, which have different diminishing-return categories, Blind, Kick's 5-second Holy lockout, Gouge, poisons and Riposte, which disarms for 6 seconds after a parry. During Kick's lockout, neither healing nor bubble works.
Classic guides consider Rogue one of Paladin's easier opponents. Bubble their
Kidney Shot to stop burst, and heal to full after every immunity. If they restealth, heal rather than chase.
Voice of Truth makes Kick useless for 6 seconds: cast
Holy Light in that window. Repentance after their opener, once
Cheap Shot and
Kidney Shot are spent; remember it is shorter after Gouge. Cleanse poisons individually: Crippling first if they are running, then Deadly and Wound. Dwarves remove everything together with Stoneform. As a healer: remove Blind from allies and
Blessing of Protection an ally in
Kidney Shot.
Mage
Watch for
Polymorph,
Frost Nova, Frostbite,
Frostbolt with
Ice Lance,
Counterspell's 10-second Holy lockout and 4-second silence,
Blink removing your Hammer, and
Ice Block. Mages cannot remove your blessings: they have no dispel.
Hammer after
Blink for your best opening. Freedom
Frost Nova, catch up and attack, and heal while stuck.
Guardian's Favor extends Freedom to 16 seconds, two-thirds of Nova's cooldown. Before a long
Holy Light, use
Voice of Truth to prevent
Counterspell; without it, bait
Counterspell with a cast start. Wait out
Ice Block and heal. The goal is to outlast their mana. Cleanse Nova, Frostbite, slows and
Counterspell's silence from yourself, and
Polymorph from allies. Shock builds have a more even matchup, but
Counterspell still locks every spell because all are Holy.
Warlock
Watch for Fear,
Howl of Terror,
Death Coil, Succubus Seduction,
Drain Life, DoTs and curses you cannot remove. Voidwalker Sacrifice grants a shield. Felhunter
Devour Magic strips your blessings and seal.
A difficult fight: survive, then attack when the Warlock is below half and lacks Sacrifice's shield. Use
Will of the Forsaken on the first Fear: it grants no subsequent immunity, so trinket the second.
Unyielding Faith shortens fear by 30%; bubble preemptively during a Fear cast.
Death Coil is instant and cannot be anticipated the same way. Warlock pets are demons: Exorcism and
Holy Wrath's 2-second stun quickly kill a Succubus or Felhunter. Repentance the Warlock, who is humanoid. As a healer: your main job is Cleansing Fear,
Death Coil and Seduction from allies; reapply blessings after
Devour Magic.
The PvP trinket is an equipped accessory you activate to break control on yourself. In the beta tooltip, the Greater Insignia of the Horde and Alliance versions remove stuns, fear, slows and other loss-of-control effects; they do not grant immunity to the next CC. Rank 2 means your PvP rank, not character level; the exact launch reward still needs confirmation.
Shaman
Watch for
Earth Shock (a 2-second Holy lockout, and everything you cast is Holy),
Frost Shock, rooting
Earthbind Totem, Purge removing two buffs at once,
Grounding Totem, and Stormstrike burst with Farseer's Fury.
Ghost Wolf counts as a beast and cannot be Repentanced.
Classic guides call Shaman a surprisingly tough opponent. Kill totems immediately: they have 5 health each. Freedom in response to Earthbind or
Frost Shock, not preemptively: Purge has no cooldown, while Freedom has 20 seconds. Minor buffs such as Kings and seals cover important ones because Purge removes two buffs without letting the Shaman choose which. Heal immediately after a Shock, whose cooldown is 6 seconds;
Voice of Truth prevents
Holy Light being interrupted. Destroy Grounding before Repentance. As a healer: enemy Shamans strip blessings from your allies, but cannot remove Hammer or Repentance from their own.
Priest
Watch for
Psychic Scream, which Cleanse cannot remove, Silence, Blackout,
Power Word: Shield,
Dispel Magic removing Freedom and Protection, and
Mana Burn, the main way to kill a Paladin: without mana, you cannot heal.
A difficult fight. Against Scream, bubble preemptively when the Priest is close, use
Will of the Forsaken afterward (it gives no follow-up immunity), or trinket.
Voice of Truth protects a long heal from Silence. Hammer a half-health Priest without a shield for a chance to kill during the stun; Hammer then Repentance gives 12 seconds without healing or
Mana Burn. Judgement of Command deals double damage to stunned targets. Cleanse
Shadow Word: Pain and
Devouring Plague. As a healer: Discipline creates a dispel war: they remove your blessings; you remove their Silence and Blackout from allies.
Druid
Watch for
Entangling Roots,
Nature's Grasp roots,
Feral Charge, Bear Bash, HoTs and
Innervate. Shapeshifting removes roots and slows, and you cannot catch a Cat using Dash.
A long, even fight. Freedom counters
Entangling Roots,
Nature's Grasp and
Feral Charge roots. Hammer when the Druid leaves form to heal. Repentance only works in caster form: animal forms count as beasts. You cannot remove HoTs because Paladins lack an offensive dispel. Cleanse roots,
Faerie Fire,
Moonfire and
Insect Swarm.
World PvP, tricks and Paladin culture
- No escape. No Charge,
Blink or invisibility: just Pursuit's +15% speed and Freedom. Paladins rarely kill quickly, but rarely die either. Choose fights: avoid picking solo fights with Hunters, Mages and Warlocks, and do not start at half mana. - Bubble-hearth. A 12-second bubble and a 10-second Hearthstone cast. Both trigger the global cooldown, so Hearthstone starts after 1.5 seconds, leaving only half a second of margin. Rank 1 bubble before level 50 is too short, as is Divine Protection. Beta players debate why Cannibalize under physical immunity was banned while Hearthstone was not.
- Where you get kited. On open plains such as the Barrens, stay near buildings. In narrow spaces around Tarren Mill or Blackrock Mountain ramps, Consecration works best against crowds.
- Undead Paladins level in Tirisfal and Silverpine. They are a new target for Alliance players, while Undead encounter Alliance Paladins on their own land for the first time.
- After the October 15 patch, Reckoning once again stacks up to four charges. Your next auto-attack consumes them, granting one additional attack per charge. The instant attack no longer resets the auto-attack timer. The October 8 proc restriction should not be interpreted as preventing charge stacking.
- The bubble cannot be dispelled. Classic has no Mass Dispel, so nobody can remove a Paladin's bubble.
- Undead Paladin PvP gear was instantly recognized by beta players: recolored Alliance plate with gryphons and new names. There has been no blue response.
Divine Intervention to spite gankers. When a friend is about to die,
Divine Intervention makes them invulnerable and drops them from combat for 3 minutes, while you die. The gankers get one Paladin, and your friend gets a chance to leave if the gankers run out of patience. It needs a Symbol of Divinity and has a 1-hour cooldown.- Don't drop your own flag. In Warsong Gulch,
Divine Shield and
Blessing of Protection drop the flag, but Divine Protection does not. Casting
Blessing of Protection on your own flag carrier is the best way to gift the flag to the enemy. A Paladin carrying the flag survives with Divine Protection: for 6 seconds it protects you from attacks and spells, though you can't attack during it. - Reck bomb. Players say Reckoning charges were capped at four after a Paladin one-shot Lord Kazzak. In 2019 Classic, one Paladin got a letter from Blizzard asking them to stop reck-bombing in Gadgetzan. In Forever, charges stack up to four again, including from shield blocks: build them on a creature and open on a player with a five-hit burst. Whether it survives to launch, we'll check in game.
Consumables
Potions share a 2-minute cooldown; Healthstones and runes use another. Unless Human, a Paladin cannot independently break stuns, making Free Action Potion and the trinket especially important. You remove poisons, diseases and magic yourself, but not curses:
Curse of Tongues requires Restorative Potion or Purification Potion.
Before combat, Retribution wants
Elixir of the Mongoose or
Elixir of Greater Strength, plus
Dense Weightstone or
Elemental Sharpening Stone on the two-hander. Healers and Shock builds want
Greater Arcane Elixir with
Brilliant Mana Oil or
Brilliant Wizard Oil. Greater blessings require
Symbol of Kings; bubble-hearth requires
Hearthstone.
| Item | Effect | Note |
|---|---|---|
| 1350-2250 mana | A staple for healers and Shock builds | |
| 1440-1760 health and mana | For Retribution and flag carriers | |
| 30 seconds of immunity to stuns and slows | Drink before combat against Rogues and Warriors | |
| Removes stuns and slows and grants 5 seconds of immunity | Escape | |
| For 30 seconds, removes magic, curse, poison or disease effects | Curses you cannot remove yourself | |
| Removes a curse, disease and poison | The same job, immediately | |
| 6 seconds of immunity to physical attacks | A second bubble: the tooltip does not list Forbearance | |
| +50% movement speed for 15 seconds | Catch a target or deliver the flag; does not stack with Pursuit | |
| Absorbs 1950-3250 Shadow damage | Against Warlocks and Shadow Priests | |
| Absorbs 1950-3250 Fire damage | Against Fire Mages and Warlocks | |
| 1440 health | Separate cooldown from potions | |
| 900-1500 mana for 600-1000 health | For healers; shares a cooldown with Healthstone | |
| Healing without mana | Inside bubble, damage does not interrupt bandaging | |
| Removes movement impairments and loss of control; 5-minute cooldown | Escape |
Macros
Paladin macros let you Hammer a focus, heal and cleanse mouseover allies without changing target, and combine defensives with healing on one button. Below are popular Classic PvP Paladin macros and our examples for Forever's new abilities.
Commands and bracketed conditions use English; spell and item names must match your English client exactly. The easiest method is to Shift-click the spell from your spellbook into the macro window. Alt is self-cast by default, so these examples use Shift and Ctrl only.
Focus is a separately saved target: select an enemy and type /focus before using a focus macro. An @focus macro acts on that saved enemy without changing your current target.
Mouseover means the unit under your cursor, including its unit frame. Hover over the intended target before pressing an @mouseover macro.
#showtooltip Hammer of Justice
/stopcasting
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] Hammer of JusticeStops your heal and immediately stuns your focus with Shift, otherwise your mouseover or current target. This is your only interrupt, without needing to switch targets.
#showtooltip Repentance
/stopcasting
/cast [mod:shift,@focus,harm,nodead][@mouseover,harm,nodead][] RepentanceControls a healer or second enemy without losing your target. Do not hit them afterward or place Consecration nearby: damage wakes them.
#showtooltip Cleanse
/cast [@mouseover,help,nodead][help,nodead][@player] CleanseRemoves
Polymorph, Fear, roots or Hammer from your mouseover ally, selected ally or yourself while keeping an enemy targeted.
#showtooltip Blessing of Freedom
/cast [mod:ctrl,@player][@mouseover,help,nodead][help,nodead][@player] Blessing of FreedomFor carriers and kited melee; Ctrl casts on yourself while rooted without changing target.
#showtooltip Blessing of Protection
/stopcasting
/cast [mod:ctrl,@player][@mouseover,help,nodead][help,nodead][@player] Blessing of ProtectionSaves a healer or carrier from Rogues and Warriors. Do not apply it to your attacking melee ally, who will stop dealing weapon damage, or waste it against a Mage: it does not block magic.
#showtooltip Blessing of Sacrifice
/cast [@mouseover,help,nodead][help,nodead] Blessing of SacrificeTransfers some damage from your mouseover or selected ally to you. Cannot be self-cast.
#showtooltip Divine Shield
/cast Divine Shield
/use HearthstonePress twice: first bubble, then Hearthstone. Both trigger the global cooldown, leaving only about half a second of margin, and only with rank 2 bubble from level 50. You can replace Hearthstone with a bandage.
/cancelaura Divine Shield
/cancelaura Blessing of Protection
/cancelaura Divine Protection
/startattackBubble halves your damage, while Divine Protection and
Blessing of Protection prevent attacks entirely. Once healed, cancel them and attack. Forbearance remains.
#showtooltip Holy Strike
/startattack
/cast Judgement
/cast Holy StrikeJudgement is off the global cooldown, so both activate with one press. Judgement has 10-yard range.
#showtooltip Hammer of Justice
/startattack
/cast Hammer of Justice
/cast JudgementHammer is instant and Judgement is off the global cooldown, so both should activate with one press and Judgement of Command should hit the already-stunned target for double damage. This has not yet been tested in game. If Judgement is on cooldown, pressing again does not break anything.
#showtooltip
/cast [mod:ctrl] Seal of Righteousness; Seal of Command
/startattackOne button for two seals. With
Twist of Light, switching grants an Echo so the next attack applies both.
#showtooltip Holy Light
/cast Divine Favor
/cast [@mouseover,help,nodead][help,nodead][@player] Holy LightFavor is off the global cooldown, so one button guarantees a
Holy Light crit before the buff can be dispelled. Keep this as a separate emergency button; otherwise Favor goes on cooldown with your first ordinary
Holy Light.
#showtooltip Holy Light
/cast Voice of Truth
/cast [@mouseover,help,nodead][help,nodead][@player] Holy LightVoice is off the global cooldown: first 6 seconds of protection from Kick and
Counterspell, then the long cast. Use it before the interrupt, not after: Voice cannot be activated during a Holy lockout. This should also be a separate button, not your normal
Holy Light.
What is new in Forever?
- Both factions have Paladins; Horde's only option is Undead.
- Judgement no longer consumes the seal and is off the global cooldown, so you can use it during the short shared pause between other abilities; seals last 30 seconds. Judgements of the Crusader, Light and Wisdom last 40 seconds.
- Judgement of Command deals 15% more damage than Classic Era and double damage to stunned targets.
Holy Shock and Repentance are 21-point talents, and Shock has a 10-second cooldown. The new capstones are
Light's Vigil,
Twist of Light and
Holy Shield.
Divine Shield halves your damage, while Lay on Hands has a 20-minute cooldown.- New tools:
Voice of Truth,
Templar's Bulwark, Holy Strike from level 6 and
Infusion of Light. - Blessings last an hour; everyone learns Kings at 20. Blessing of Sanctuary and Sanctity Aura are absent.
- After the October 15 patch, Reckoning once again stacks up to four charges. Your next auto-attack consumes them, granting one additional attack per charge. The instant attack no longer resets the auto-attack timer. The October 8 proc restriction should not be interpreted as preventing charge stacking.
- Level 60 Holy healing is slightly weaker than Classic Era, but gear has more spell power.
Sacred Duty reduces
Divine Shield, Divine Protection and
Templar's Bulwark cooldowns by a minute.- PvP critical hits are no longer weakened (October 8), and the Greater Insignia removes any loss of control.
Common mistakes
- Bubbling at the start: you cannot receive another Paladin's
Blessing of Protection or use
Templar's Bulwark for a minute. - Trying to bubble or
Voice of Truth after Kick: a Holy lockout prevents everything. - Using Hammer on cooldown rather than to interrupt a caster.
- Hammer immediately after another player's
Cheap Shot: shared diminishing returns halve the stun. - Hitting your Repentance target or placing Consecration beside it.
Blessing of Protection on an attacking melee ally or against a Mage.- Expecting Freedom to prevent stuns: it only handles slows and roots.
- Preemptive Freedom against a Shaman: Purge removes it while you face a 20-second cooldown.
- Using Exorcism or
Turn Undead against an Undead player: players count as humanoids. - Expecting Judgement of Justice to slow players: it does not.
- Leaving
Divine Favor unused after activation: it can be dispelled. - Forgetting Symbol of Kings and Hearthstone.
Frequently asked questions
What is the best Paladin PvP spec in WoW Forever?
Assessments from before October 15: for duels and world PvP, Retribution 13/7/31 or the new Shock-Ret 21/0/30 hybrid. For battlegrounds, healer 30/21/0; for healer duels, 30/0/21 with Repentance. Level-30 beta tier lists place Paladin in C and Shockadin in B, while RankedBoost rates level-60 Retribution and Holy in A. These rankings do not account for the latest patch and are not a current class comparison.
Which race should a PvP Paladin choose?
Horde has no choice: only Undead can be Paladins, and
Will of the Forsaken is a Paladin's only racial fear break. Alliance Humans remove stuns with
Will to Survive and are stronger against Rogues and Warriors; Dwarves remove poisons and bleeds with Stoneform.
Can
Divine Shield be dispelled?
No.
Divine Shield, Divine Protection,
Templar's Bulwark and
Voice of Truth cannot be removed. Blessings, seals,
Righteous Fury and
Divine Favor are magic, however: Shamans, Priests, Felhunters and Warrior
Shield Slam can remove them.
Does bubble-hearth work in WoW Forever?
The tooltips suggest yes: rank 2 bubble lasts 12 seconds and Hearthstone casts in 10. Both trigger the global cooldown, leaving about half a second of margin. Rank 1 bubble before level 50 is too short. Blizzard has not commented.
Does the Reckoning bomb still exist?
After the October 15 patch, Reckoning once again stacks up to four charges. Your next auto-attack consumes them, granting one additional attack per charge. The instant attack no longer resets the auto-attack timer. The October 8 proc restriction should not be interpreted as preventing charge stacking.
Can
Holy Shock and Repentance fit in one build?
Yes. Both are 21-point talents in Forever and fit in 21/0/30 or 30/0/21. Shock with
Twist of Light, or
Light's Vigil with Repentance, requires 52 points and cannot fit.
How does a Paladin interrupt casts?
Only with Hammer:
Hammer of Justice stuns for 6 seconds on a one-minute cooldown, or 45 seconds talented. Paladins have no other interrupt, slow or Charge, so against casters save Hammer for a cast rather than using it on cooldown.
Does a Paladin drop the Islands flag when bubbling?
Client data suggests the Islands flag does not drop from
Divine Shield or
Blessing of Protection, unlike Classic Warsong's flag. This has not yet been verified in game.
Changelog
- 20 October 2026: New just-for-fun tricks in the world PvP section; a second check against the October 15 patch using the Wowhead datamine.
- 17 October 2026: Updated for the October 15 beta patch: racials, abilities and talents per the official notes. Builds checked against the new talent trees. English version published.
- 15 October 2026: Guide published for level 60: talent tree builds, abilities, how to fight every class and macros.