Protection Paladin Tank Rotation, Cooldowns, and Abilities — Midnight Pre-Patch (12.0)
On this page, you will learn how to optimize the rotation of your Protection Paladin, depending on the type of damage you will be tanking. We also have advanced sections about cooldowns, procs, etc. in order to maximize your survivability and DPS. All our content is updated for World of Warcraft — Midnight Pre-Patch (12.0).
If you were looking for Mists of Pandaria Classic content, please refer to our Mists of Pandaria Classic Protection Paladin rotation.
Rotation for Protection Paladins
The Protection Paladin rotation is based on a priority system. The main goal
with your rotation is to generate Holy Power that you can spend on
Shield of the Righteous charges while also maintaining
Consecration uptime. In addition to this rotation, you
will have to make use of your
Shield of the Righteous
(and to a lesser extent, your
Word of Glory) to stay alive.
Protection Paladin Rotation
| Talent Selections | ||
|---|---|---|
| Blood Elf | ||
Templar |
||
Lightsmith |
||
Opener for Protection Paladin
- Before pull: Pre-place
Consecration where you will be fighting - Before pull: Pull the enemy with
Hand of Reckoning - Before pull:
Blessed Hammer on the way in for Holy Power
Avenging Wrath
Divine Toll
Hammer of Wrath
Hammer of Wrath
Shield of the Righteous
Avenger's Shield
Blessed Hammer
Shield of the Righteous
Single Target Rotation for Protection Paladin
Avenging Wrath
Divine Toll
Consecration (if you are not standing in it)
Shield of the Righteous when you are at 3-5 Holy Power to prevent
overcapping on Holy Power.
Hammer of Wrath /
Judgment
Hammer of the Righteous /
Blessed Hammer
Avenger's Shield
Word of Glory if you have a charge of
Shining Light and are below 50% Health
Consecration if everything else is on cooldown to refresh the duration
AoE Rotation for Protection Paladin
Avenging Wrath
Divine Toll
Consecration (if you are not standing in it)
Shield of the Righteous when you are at 3-5 Holy Power to prevent
overcapping on Holy Power.
Avenger's Shield
Hammer of Wrath /
Judgment
Hammer of the Righteous /
Blessed Hammer
Word of Glory if you have a charge of
Shining Light and are below 50% Health
Consecration if everything else is on cooldown to refresh the duration
Gameplay Changes for Protection Paladins in Midnight Pre-Patch
Templar
Divine Toll is now the activator ability for
Hammer of Light.- You will only have one use of
Hammer of Light per activation (tier set bonus has been removed).
Lightsmith
Masterwork will now create lesser copies of your
Sacred Weapon /
Holy Bulwark on a nearby
target for your next three casts (tier set bonus has been removed which did this effect instantly on up to 5 allies).
FAQShould I Play Defensively or Offensively?
The basic answer is that if you are doing progression, or are on a character you do not feel comfortable playing offensively with yet, you should play defensively. As you start to get more comfortable on your Paladin, you should start looking at DPS a bit more and play a more mixed style, where you start pushing DPS while slowly giving up survivability.
Once you feel completely comfortable with the encounter and you will not hold your raid back, you can then fully optimize for DPS. This point is different for every person, as it depends on your group, your character, your gear, and your skill level.
How Good is the Combat Assistant for Protection Paladins?
The new one-button Combat Assistant mode added in Patch 11.1.7 allows players to automate aspects of the rotation down to a single button, however this comes at the cost of a 200ms delay to every spell used.
As of writing, no defensive abilities are in scope of the rotation of the tool (Including the use of
Word of Glory).
It also comes with the following additional concerns:
- It will not use
Avenging Wrath. - It does not use
Word of Glory. - It will only cast
Consecration if you are in range of a target and
Consecration is not
active or if
Consecration is not active (leading to downtime as you would want to refresh it before
it ends).
As this is the first iteration of the tool it can improve over time, but for now the recommendation would be to avoid using it. If you are wanting to use it you will need more than a single button to execute your rotation which defeats the purpose of the tool.
In terms of numerical performance the Single Button assistant currently results in an loss of ~30-40% DPS.
Protection Paladin Gameplay Mechanics
In order to better explain the specific usage and benefits of the Protection Paladin kit, we have compiled a more detailed explanation these specifics to help improve your mastery on both tanking in general and playing Protection Paladin.
Protection Paladin Mechanics
Threat Generation & Taunting
Threat is the basis of how you keep enemies attacking you. This is achieved through a function of damaging enemies to make yourself the most threatening target to them.
Attacks will generate 1 point of threat per point of damage. For tanks this is increased to 10.5 points of threat per point of damage. This in reality means that as long as your DPS are not doing more than 9.5 times your damage you will keep threat away from them. This sounds pretty high (and it is) but some DPS specs can do egregious amounts of burst DPS in their cooldown windows and grab threat instead of you. In scenarios like this you will want to use your own cooldowns to keep up!
Each individual enemy has their own threat table based on damage they have taken from individual players.
FAQWhat about healing?
The rules on how healing threat are not very consistent but in general if you are healing another player it will generate threat, if you are a healer any healing you do will generate threat, if you heal yourself it will not generate threat, and finally for some strange reason if you use a healing potion it will generate threat.
Healing threat is split across all enemies in range.
Threat Generation
So how do we generate threat effectively as a tank? This is quite simple, just do DPS. Play your rotation as you are expected to and you should not have many difficulties outside of the rare scenario of a DPS doing very high amounts of burst damage. In these scenarios we also have Taunt Abilities to help us out.
Taunting
Hand of Reckoning is your taunting ability. It only works on a
single target and has an 8-second cooldown, forcing the target to attack you
for 3 seconds (even if you currently have an immunity effect active), putting
you on top of the mob's threat table, and causing you to generate 8 times
more threat for 3 seconds (this is multiplied on the original modifier of 9.5x).
Active Mitigation for Protection Paladins
Shield of the Righteous and
Word of Glory are your two active
mitigation abilities (though Word of Glory is a heal, so it does not really
mitigate damage).
Shield of the Righteous
Shield of the Righteous is your main damage mitigation ability. It
costs 3 Holy Power, and each cast grants you a 4.5-second buff that increases
your Armor (the amount of Armor is increased by your Strength). Shield of the
Righteous deals damage to all enemies directly in front of you and does not
require a target to cast.
Shield of the Righteous is off the global cooldown, so you can easily fit it in together with your normal rotation. The exact timing for when to use it depends greatly on your circumstances, but in general, you should aim to have it active nearly all of the time in combat and when that is not possible you should utilise downtime in combat to your advantage to pool Holy Power for example when you are tanking in a raid and do not have threat of the boss.
You want to never cap out at 5 Holy Power while using a Holy Power generating ability, but
you also want to avoid using
Shield of the Righteous when at 3 Holy
Power, as you may not have time to build up the Holy Power again should you
need it right after each other.
Word of Glory
Word of Glory costs 3 Holy Power and is a small heal which is
increased by your missing health.
Given its cost of Holy Power, you should wait to use Word of Glory until
your health is at a comfortably low level (around 30-50% health) to gain the
highest possible benefit from it without dying. Every 3 casts of
Shield of the Righteous will give you a charge of
Shining Light that makes your next
Word of Glory free to cast. You can have a maximum of two
Shining Light charges at a time.
Your general aim should be to only use
Word of Glory when it is free with
Shining Light.
If you are playing Lightsmith you will want to use your
Shining Light
charges a bit more liberally as they give cooldown reduction to your Hero Talent ability.
Optional:
Hand of the Protector can be used in scenarios where
you need to help your healer(s) and you will effectively become another healer to support them.
It will allow you to gain the scaling buff to the heal based on missing HP on other players but
comes at a cost of not being able to use
Shield of the Righteous for damage instead.
This also poses an additional risk of running out of mana as if you heal other players
too much you will not have the mana to do your standard rotation and may die as a result.
Auras as a Protection Paladin
There are three auras available to use, and only one can be active at a time for your entire group. They will not stack with each other. If you have multiple Paladins in the group it can be beneficial for you to use a different aura each. In general this will be a Priority system of:
- Holy Paladin will want to use
Devotion Aura. - The second Paladin will use
Crusader Aura (this makes
Divine Steed faster). - If there is a silence effect you cannot negate then the second/third paladin should use
Concentration Aura.
What do the auras do?:
Devotion Aura: When active, this Aura will reduce the damage
everyone in range takes by 3%. This Aura will be used by default, the only
exceptions to this are when you have multiple Paladins in the group, where one
will use another Aura to ensure you all benefit from multiple Auras. In the
scenario you have a Holy Paladin in the group, they should use
Devotion Aura as their
Aura Mastery will empower it to make it
stronger.
Crusader Aura: When active, this will increase all mounted speed by
20% for all players in range. Interestingly, this also applies to
Divine Steed. This Aura will primarily be used when you are
mounted.
Concentration Aura will reduce the duration of interrupt and silence
effects by 30%.
Protection Paladin Cooldowns
Major Cooldowns
Divine Shield is one of the most powerful defensive cooldowns
in the game as it makes you immune to nearly everything (there are a select
few boss abilities which ignore immunity effects). However it has one major
drawback.
If you are under the effects of an immunity effect you will be ignored by enemies until the effect is over. However there are ways around this.
- The
Final Stand talent will force a taunt effect on every enemy around
you for the duration of
Divine Shield. - You can use
Hand of Reckoning to force the enemy to attack you for the
short fixate period while the taunt is active. (You will need to cancel the
Divine Shield
before this effect ends to ensure they do not attack someone else briefly using
a macro such as this one). - If the effect you are trying to negate is being casted directly on you and the cast
has started it will finish on you. Apply
Divine Shield when the cast has started and
remove
Divine Shield once it has resolved. - You can also just use
Divine Shield to remove harmful debuffs that are on you
by applying and removing
Divine Shield instantly with a cancelaura macro (linked above).
One final note about
Divine Shield is that if there is a mechanic which
targets a random player. If you are immune to the effect before the target picking process
begins you will be completely ignored as a potential target. This can be beneficial in some scenarios
but in others it can be harmful as it will go to another player instead.
Blessing of Protection
Blessing of Protection lets you pull many of the same tricks on
other players (since you can cast it on any raid member). It removes many
Physical DoTs and bleeds. In a raid team with several Paladins, this can
eliminate the danger from an otherwise complicated mechanic.
In addition, mobs that fixate on a random player often ignore that the target is in fact immune from Blessing of Protection. This is particularly helpful when the mob targets a caster or healer, as it can allow them to skip kiting a mob and maintain their full DPS/HPS output.
Finally, Blessing of Protection frequently bypasses the target-selection mechanics the same way Divine Shield does. Casting Blessing of Protection on a player before the target-selection process can ensure that they do not get chosen. This can allow them to move to locations that would otherwise be dangerous to themselves or the raid.
Blessing of Spellwarding
Blessing of Spellwarding is functionally the same as
Blessing of Protection
but for magical abilities. It shares the same cooldown as
Blessing of Protection.
It does not remove debuffs like
Divine Shield (Physical/Magical) or
Blessing of Protection (Physical only) does.
Lay on Hands is essentially a massive heal with a very long
cooldown. It will heal you (or a targeted ally) for your maximum health, with a
10-minute cooldown. It is best used as an emergency heal, either for yourself
or another raid member
You should prefer to use
Word of Glory to heal yourself in these scenaios ,
but if it is for another player you should use
Lay on Hands to save their life.
Avenging Wrath increases both damage done and
healing done by 20%. This also changes
Judgment into
Hammer of Wrath, giving
you even more damage. When talented you will also gain 20% critical
strike chance to all Paladin abilities.
Sentinel replaces
Avenging Wrath.
Sentinel will start
with 15 stacks of Divine Resolve. Each stack gives you 2% maximum health and reduces
your damage taken by 2% for 20 seconds. After 5 seconds, you will lose 1 stack per second,
but spending 3 Holy Power will prevent a stack from being lost. You retain the other
bonuses of
Avenging Wrath with
Sentinel (increased damage and
changing
Judgment into
Hammer of Wrath, but not the 20% critical strike
bonus).
Protection Paladins have access to two damage mitigation cooldowns with
Ardent Defender (short cooldown) and
Guardian of Ancient Kings
(longer cooldown).
Guardian of Ancient Kings provides you with a 50% damage
reduction for 8 seconds on a 3-minute cooldown. You should use this before a
period of large damage.
Ardent Defender is another powerful defensive ability with a
1.5-minute cooldown and an 8-second duration. It reduces all damage taken by 20%
while it is active, and it causes the first killing blow against you to
heal you up to 12% of your maximum health instead of killing you (the latter
effect consumes the Ardent Defender). This ability is best used to bypass
deadly encounter mechanics or to save your life in critical moments. It also
allows you to play at low health and still be safe.
You should not be afraid to use
Ardent Defender as it is regularly available,
however your usage of
Guardian of Ancient Kings should be a bit more planned out
as it is not as readily available. You can gain a second charge of
Guardian of Ancient Kings
with
Empyrean Authority making it more readily available.
Changelog
- 19 Jan. 2026: Updated for Midnight Pre-Patch.
- 30 Nov. 2025: Updated for Patch 11.2.7.
- 05 Oct. 2025: Reviewed for Patch 11.2.5.
- 04 Aug. 2025: Updated for Patch 11.2. Lowered the Rotational Priority of Avenger's Shield.
- 15 Jun. 2025: Updated for Patch 11.1.7.
- 21 Apr. 2025: Reviewed for Patch 11.1.5.
- 24 Feb. 2025: Updated for Patch 11.1.0.
- 15 Dec. 2024: Updated for Patch 11.0.7.
- 22 Oct. 2024: Reviewed for Patch 11.0.5.
- 07 Oct. 2024: Fixed issue with picking Hero Talents and updating rotations.
- 16 Sep. 2024: Updated buttons for Hero talents and added default options on page load.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 21 Aug. 2024: Updated for The War Within Launch with new checkboxes for different talents and hero talents.
- 23 Jul. 2024: Updated for The War Within pre-patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Season 4.
- 19 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Rephrased defensive cooldown section.
- 06 Nov. 2023: Reviewed for Patch 10.2
- 04 Sep. 2023: Removed references to Seraphim.
- 10 Jul. 2023: Reviewed for Patch 10.1.5.
- 01 May 2023: Added Shield of the Righteous to rotation priority list for clarity. Reviewed for Patch 10.1.
- 20 Mar. 2023: Removed Of Dusk and Dawn section as it has been reworked in Patch 10.0.7 to be passive.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Added a small section to talk about tier set impact on rotation.
- 28 Nov. 2022: Reviewed for Dragonflight launch.
- 24 Oct. 2022: Updated for Dragonflight pre-patch.
More Paladin Guides
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This guide has been written by Panthea, who raids in Catalyst and is the author of TankNotes. He plays all tanks and is a Moderator for the Hammer of Wrath Paladin Discord. You can follow him on Twitter.
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Templar
Lightsmith