The game describes the Paladin as: “Holy ground and righteous hammers. Heals himself, shrugs off death once in a while.” It fights in melee, starts every run with Consecration, and has the highest base health of the nine classes at 245.
Paladin at a glance
| Base health | 245 (highest of nine) |
|---|---|
| Fights | In melee |
| Starting spell | Consecration |
| Spell pool | 11 spells |
| Talent trees | Holy, Protection, Retribution |
| Death-save talent | Divine Intervention (Protection) |
Race changes the final number: Orc adds 10% maximum health and Tauren 15%. See the class tier list for every race trait and how the nine classes compare.
Spell pool
Level-up cards offer spells from this pool. Consecration is the one you start with.
- Consecration · starting spell
- Exorcism
- Hammer of Wrath
- Holy Shock
- Holy Wrath
- Judgement
- Hammer of Justice
- Holy Light
- Divine Shield
- Holy Shield
- Redemption
Talent trees
Talent points come from talent experience earned in runs and stay with the class. A row opens for every 5 points spent in its tree. The single-rank talents at 10, 20 and 30 points are milestones and capstones that change how your spells behave:
- Holy: 10 points · Divine Favor, 20 points · Daybreak, 30 points · Light’s Grace
- Protection: 10 points · Hallowed Ground, 20 points · Ardent Defender, 30 points · Hammer of the Righteous
- Retribution: 10 points · Seal of Command, 20 points · The Art of War, 30 points · Divine Storm
Holy
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Divine Strength | Open | 5 | Increases all damage by 1.5%. |
| Divine Intellect | Open | 5 | Regenerate 0.4 more health per second. |
| Healing Light | 5 pts | 3 | Holy Light heals 20% more. |
| Improved Seal of Righteousness | 5 pts | 5 | Judgement and Exorcism deal 6% more damage. |
| Divine Favor | 10 pts | 1 | Milestone. You start every run with Holy Shock, and each of its bolts leaps to 2 more enemies for X% of it. |
| Unyielding Faith | 10 pts | 3 | Reduces all damage taken by 1.2%. |
| Holy Power | 15 pts | 5 | Increases your critical strike chance by 1%. |
| Lasting Judgement | 15 pts | 3 | Holy Shock’s cooldown is 8% shorter. |
| Daybreak | 20 pts | 1 | Milestone. Holy Shock’s critical strikes call down a free Holy Wrath around you, at most once every 3 sec. |
| Sanctified Light | 20 pts | 5 | Holy spells deal 2% more damage. |
| Holy Guidance | 25 pts | 3 | Increases your maximum health by 3%. |
| Purifying Power | 25 pts | 3 | Holy Wrath and Consecration reach 8% farther. |
| Light’s Grace | 30 pts | 1 | Capstone. A Holy Wrath bursts from you on its own every 14 sec. |
Protection
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Improved Devotion Aura | Open | 5 | Reduces all damage taken by 1%. |
| Redoubt | Open | 5 | Increases your maximum health by 4%. |
| Improved Consecration | 5 pts | 3 | Every tick of Consecration deals an extra 0.25% of your maximum health. |
| Spiritual Attunement | 5 pts | 3 | 0.25% of all the damage you deal heals you. |
| Weighted Hammer | 10 pts | 3 | Hammer of Justice deals an extra 3% of your maximum health. |
| Hallowed Ground | 10 pts | 1 | Milestone. Every Hammer of Justice that lands hallows the ground beneath you: a free Consecration, at most once every 4 sec. |
| Judgement of the Crusader | 10 pts | 3 | Enemies burning in your Consecration take X% more damage from you for 3 sec. |
| Righteous Fury | 15 pts | 3 | Every spell you cast deals an extra 0.4% of your maximum health. |
| Improved Hammer of Justice | 15 pts | 3 | Hammer of Justice deals 15% more damage and recovers faster. |
| Blessed Life | 20 pts | 3 | Consecration’s shield holds 3% more of your maximum health. |
| Ardent Defender | 20 pts | 1 | Milestone. You start every run with Hammer of Justice. Every Consecration raises a shield of X% of your maximum health, stacking up to 30% (39% with Blessed Life), and while a shield holds, you deal 20% more damage. |
| Divine Intervention | 25 pts | 1 | A blow that would kill you leaves you at 30% health instead, wrapped in a free Divine Shield and a free Consecration. Once every 90 sec. |
| Sacred Duty | 25 pts | 3 | While a shield holds, you deal 5% more damage. |
| Hammer of the Righteous | 30 pts | 1 | Capstone. Your maximum health is 15% higher, every spell you cast deals an extra 1% of your maximum health, Hammer of Justice also strikes for 1.5% of its target’s maximum health, and a shield that breaks bursts in holy light: half of what it absorbed, up to half the most it held, strikes every enemy within 10 yd. |
Retribution
| Talent | Needs | Ranks | Effect |
|---|---|---|---|
| Improved Blessing of Might | Open | 5 | Increases all damage by 1%. |
| Benediction | Open | 5 | Your cooldowns recover 1.5% faster. |
| Improved Judgement | 5 pts | 3 | Judgement’s cooldown is 12% shorter. |
| Deflection | 5 pts | 5 | Reduces all damage taken by 1%. |
| Seal of Command | 10 pts | 1 | Milestone. You start every run with Judgement, and every Judgement also strikes 2 more enemies near its target for X% of it. |
| Pursuit of Justice | 10 pts | 2 | Increases your movement speed by 4%. |
| Conviction | 15 pts | 5 | Increases your critical strike chance by 1.5%. |
| Righteous Hammer | 15 pts | 3 | Hammer of Wrath has a 10% chance to strike its target again. |
| The Art of War | 20 pts | 1 | Milestone. Your critical strikes have a X% chance to hurl a free Exorcism, at most once a second. |
| Sanctity Aura | 20 pts | 3 | Holy spells deal 3% more damage. |
| Eye for an Eye | 25 pts | 3 | 10% of the damage enemies deal you in melee is dealt back to them. |
| Vindication | 25 pts | 3 | Increases your critical strike damage by 4%. |
| Divine Storm | 30 pts | 1 | Capstone. You start every run with Exorcism, and every Exorcism bursts on its target, striking every enemy within 5 yd for X% of it. |
Staying alive as a Paladin
Divine Intervention (Protection): A blow that would kill you leaves you at 30% health instead, wrapped in a free Divine Shield and a free Consecration. Once every 90 sec.
Other defensive talents: Divine Intellect (Holy), Spiritual Attunement (Protection), Blessed Life (Protection), Ardent Defender (Protection), Sacred Duty (Protection), Hammer of the Righteous (Protection).
Where to go next
Start in Elwynn Forest and follow the zone unlock order. Before a long session, back up your save: talent points and collected gear are stored per class.
Questions
What is the Paladin’s starting spell?
Consecration. The Paladin starts every run with it; other spells from its 11-spell pool appear as level-up choices.
How much health does the Paladin have?
245 base health in the v0.103.1 game data, the highest of the nine classes, before race, talent and equipment bonuses.
What talent trees does the Paladin have?
Holy, Protection, Retribution. Each tree has 13, 14, 13 talents respectively, with milestones at 10, 20 and 30 points spent.
Can the Paladin survive a killing blow?
Yes, with Divine Intervention in Protection.
Sources & scope
Read from the original game’s v0.103.1 (671c6f5e) WebAssembly build on 2026-10-20: the class record (health, starting spell, spell pool, colour) and the talent records (tree, row, ranks, text and stored number). Health is the class base before race, talent and equipment modifiers. A bold number in a talent is the value stored for it; we have not confirmed in a run whether the in-game tooltip shows it per rank or in total, and “X” marks a number we could not read reliably. Nothing here is a measured clear rate.


