Paladin overview
The Paladin has the most starting health of any class (245) and opens with Consecration, a patch of holy ground that burns everything standing in it. The class blurb promises that it heals itself and shrugs off death once in a while: Holy Light, Divine Shield and the Divine Intervention talent all point that way.
Strengths
- Highest starting health (245)
- Consecration damages everything around you without aiming
- Self-healing and Divine Shield immunity
- Protection talents turn health into damage
Watch out for
- Short reach: Consecration and Holy Wrath work around you
- Slower single-target damage against bosses without Holy Shock or Exorcism
Paladin spell pool
Every level-up deals three cards. A new spell card takes one of your 6 spell slots; an upgrade card improves a spell you already know and ranks it up. Card rarity (Common, Uncommon, Rare, Epic, Legendary) decides how strong the bonus is. These are the 11 spells the Paladin can be offered:
- ConsecrationStarting spell
- ExorcismEarly pick
- Hammer of Wrath
- Holy ShockEarly pick
- Holy WrathEarly pick
- JudgementEarly pick
- Hammer of Justice
- Holy LightEarly pick
- Divine Shield
- Holy Shield
- Redemption
Early picks are our suggestions for a first run. Spells cast on their own: you only move, and each spell fires when it is off cooldown and enemies are in range.
Paladin talent trees
Talents are permanent and per class. Every run pays your Paladins talent experience (time survived, kills, bosses, a win, and more in harder zones); the first point arrives at 80 experience and a class can earn 51 points. A new row opens for every 5 points spent in a tree, and the milestones at 10, 20 and 30 points change how your spells behave. Respecs are free, and the Armory keeps three specs.
Values written as X grow with each rank; the game shows the exact number when you point at a talent. Use thePaladin talent calculator to plan points.
Holy
- Divine Strength
- Increases all damage by X%.
- Divine Intellect
- Regenerate X more health per second.
- Healing Light
- Holy Light heals X% more.
- Improved Seal of Righteousness
- Judgement and Exorcism deal X% more damage.
- Divine Favor
- You start every run with Holy Shock, and each of its bolts leaps to 2 more enemies for X% of it.
- Unyielding Faith
- Reduces all damage taken by X%.
- Holy Power
- Increases your critical strike chance by X%.
- Lasting Judgement
- Holy Shock's cooldown is X% shorter.
- Daybreak
- Holy Shock's critical strikes call down a free Holy Wrath around you, at most once every 3 sec.
- Sanctified Light
- Holy spells deal X% more damage.
- Holy Guidance
- Increases your maximum health by X%.
- Purifying Power
- Holy Wrath and Consecration reach X% farther.
- Light's Grace
- A Holy Wrath bursts from you on its own every 14 sec.
Protection
- Improved Devotion Aura
- Reduces all damage taken by X%.
- Redoubt
- Increases your maximum health by X%.
- Improved Consecration
- Every tick of Consecration deals an extra X% of your maximum health.
- Spiritual Attunement
- X% of all the damage you deal heals you.
- Weighted Hammer
- Hammer of Justice deals an extra X% of your maximum health.
- Hallowed Ground
- Every Hammer of Justice that lands hallows the ground beneath you: a free Consecration, at most once every 4 sec.
- Judgement of the Crusader
- Enemies burning in your Consecration take X% more damage from you for 3 sec.
- Righteous Fury
- Every spell you cast deals an extra X% of your maximum health.
- Improved Hammer of Justice
- Hammer of Justice deals X% more damage and recovers faster.
- Blessed Life
- Consecration's shield holds X% more of your maximum health.
- Ardent Defender
- 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
- 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
- While a shield holds, you deal X% more damage.
- Hammer of the Righteous
- 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
- Improved Blessing of Might
- Increases all damage by X%.
- Benediction
- Your cooldowns recover X% faster.
- Improved Judgement
- Judgement's cooldown is X% shorter.
- Deflection
- Reduces all damage taken by X%.
- Seal of Command
- You start every run with Judgement, and every Judgement also strikes 2 more enemies near its target for X% of it.
- Pursuit of Justice
- Increases your movement speed by X%.
- Conviction
- Increases your critical strike chance by X%.
- Righteous Hammer
- Hammer of Wrath has a X% chance to strike its target again.
- The Art of War
- Your critical strikes have a X% chance to hurl a free Exorcism, at most once a second.
- Sanctity Aura
- Holy spells deal X% more damage.
- Eye for an Eye
- X% of the damage enemies deal you in melee is dealt back to them.
- Vindication
- Increases your critical strike damage by X%.
- Divine Storm
- You start every run with Exorcism, and every Exorcism bursts on its target, striking every enemy within 5 yd for X% of it.
Paladin milestones and capstones
These are the talents that change how the class plays. Most builds are planned backwards from one capstone.
| Talent | Tree | Points | Effect |
|---|---|---|---|
| Divine Favor | Holy | 10 | You start every run with Holy Shock, and each of its bolts leaps to 2 more enemies for X% of it. |
| Daybreak | Holy | 20 | Holy Shock's critical strikes call down a free Holy Wrath around you, at most once every 3 sec. |
| Light's Grace | Holy | 30 | A Holy Wrath bursts from you on its own every 14 sec. |
| Hallowed Ground | Protection | 10 | Every Hammer of Justice that lands hallows the ground beneath you: a free Consecration, at most once every 4 sec. |
| Ardent Defender | Protection | 20 | 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. |
| Hammer of the Righteous | Protection | 30 | 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. |
| Seal of Command | Retribution | 10 | You start every run with Judgement, and every Judgement also strikes 2 more enemies near its target for X% of it. |
| The Art of War | Retribution | 20 | Your critical strikes have a X% chance to hurl a free Exorcism, at most once a second. |
| Divine Storm | Retribution | 30 | You start every run with Exorcism, and every Exorcism bursts on its target, striking every enemy within 5 yd for X% of it. |
Best race for a Paladin
Racials cast on their own, so they matter more here than in the original game. The Paladin can be: Human, Dwarf.
Alliance
Dwarf
Stoneform shields 30% of max health every 45 sec, and Treasure Finding adds +30% pickup range.
Alliance
Human
Perception adds +15% damage for 10 sec every 30 sec, plus +10% experience and +20% gold.
Full racial list: races and racials.
Paladin gear set and weapons
Bosses drop Paladin gear that stays with the class for good: 54 pieces across nine slots and six rarities, from Elwynn Forest commons to Naxxramas legendaries. The set name changes with each tier:
Weapon line:
Where each tier drops: gear and drop tables.
A first Paladin run
Stand your ground longer than other classes can: let enemies walk into Consecration, then step away before the ring closes. Add Holy Shock or Holy Wrath for reach.
Pick a race from the list above, enter Elwynn Forest, and aim to see the first boss, Hogger, at 3:00. Even a short run pays talent experience. Compare with the other classes: Warrior, Hunter, Rogue, Priest, Shaman, Mage, Warlock, Druid.
FAQ
How much health does the Paladin start with in Azeroth Survivors?
245 health. That is #1 of 9 classes; the range runs from 165 (Warlock) to 245 (Paladin). Every level then adds 9 maximum health, 3% damage and 0.08 health per second.
What spell does the Paladin start with?
Consecration. Every level-up deals three cards from the Paladin's 11-spell pool, and a new spell takes one of 6 spell slots.
What are the Paladin capstone talents?
Light's Grace (Holy), Hammer of the Righteous (Protection), Divine Storm (Retribution). A capstone needs 30 points in its tree; a class can earn 51 talent points in total.
Which race is best for a Paladin?
There is no fixed best race, but Dwarf and Human have the most useful racials for this class: Stoneform shields 30% of max health every 45 sec, and Treasure Finding adds +30% pickup range.
Is the Paladin good for beginners?
We rate it Easy to learn. Its health and kit forgive positioning mistakes. This is our assessment of starting health, range and self-protection, not a win-rate ranking.
Sources and verification
Checked on October 21, 2026 against Azeroth Survivors v0.106.0 (build 414af44c) in a desktop browser. Names and descriptions come from the game's own menus and English text; numbers marked X grow with talent rank and are only shown in game. Balance changes often, so check the version in the bottom-right corner of the character screen before following an older guide.
- Original game at wow.aethus.pl — character select, Armory, Run Options and live runs
- Official Azeroth Survivors Discord — the project's community