Skip to content
Fight
Gear
Faction

Holy Paladin Rotation

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raid

A Holy Paladin's rotation is a mana budget. You choose between two ranks of the same heal, and the right mix is the one that empties your bar as the fight ends.

Before the pull

Start the pull at full mana, with nothing to cast first. Check that the players you will heal carry Greater Blessing of Light, since its 400 only lands on a blessed target. Every simulated fight opens with Divine Favor and Talisman of Ascendance pressed on the first heal.

Spending the bar

Our simulated paladin follows one rule, the same one we give every healer. Keep two numbers in view: your mana as a percentage, and the part of the fight still to go. While your mana is the higher of the two, cast rank 9, the heal with the most healing per second. Once it drops below, cast rank 4, the heal with the most healing per mana point. The mix settles wherever your bar runs out with the fight. You can use the rule in a raid too: with 60 % of your mana and 40 % of the fight left, rank 9 is the right cast.

Priority

Work down the list each time a cast finishes: the first line whose condition holds is your next heal. Next to each line the widget shows its casts per minute and the healing you'd lose without it.

  1. 1Use the other cooldowns as they come up+294 HPS · 23.0 %
  2. 2Cast Holy Light (Rank 9)24/min+1,274 HPS · 100.0 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights

On one minute the list is a single heal: Holy Light rank 9 from pull to kill, about 23.9 casts a minute. You still run dry in the last second, so a cheaper rank never pays for its smaller heals.

More than one target

The boss count doesn't touch your rotation, because none of the three bosses hits anyone in our fights and your party stays the same. For group healing, flip the Party switch: you cast the same two Holy Lights, each on the next member of your party.

Cooldowns

  • Divine Favor makes your next heal a crit, every two minutes. Press it right before a rank 9: the crit adds half again to your biggest heal, and Illumination hands back 330 mana.
  • Major Mana Potion and Demonic Rune run on separate timers, so carry both. Our paladin waits to use each until the bar has room for the whole gain. The rune also costs you 600 to 1,000 health, which changes nothing in our fights.
  • Talisman of Ascendance stacks up to 75 healing on your next heals, every minute. Both ranks of Holy Light take the same share of it, so use it on cooldown. In game it ends after six spells, about 15 seconds of your casts.
  • Serenity Field adds 72 Spirit for 15 seconds. With Reverence that is about 30 mana while you cast, so press it on cooldown and wear the trinket for its 42 healing.
CooldownUsesAt
Talisman of Ascendance20:00, 1:00
Divine Favor10:00
Demonic Rune10:07
Major Mana Potion10:17
Serenity Field10:22
when they went in the first simulated fight

What your log should show

Compare your Warcraft Logs casts with this table. Your casts per minute and mana should match it. Your healing done won't, because our targets never lose health and every heal counts in full.

AbilityCasts per minuteOf healingCrit
Holy Light (Rank 9)23.9100.0 %26.4 %
Major Mana Potion1.0––
Serenity Field1.0––
Divine Favor1.0––
Talisman of Ascendance1.3––
Demonic Rune1.0––
mana 6,806 gained and 15,042 spent per minute

A one-minute log should show about 23.9 rank 9s a minute and nothing else.

Rank 9 crits about 26.4 % of the time on this fight. Each crit is an Illumination refund, so a lower rate in your log shows up as an empty bar before the kill.

Uptimes

Buff or debuffUptimeTimes per fight
Ascendance33.3 %1.3
Ascendance33.3 %1.3
Serenity Field25.0 %1.0
Divine Favor4.1 %1.0

Talisman of Ascendance shows twice, once for its 20-second window and once for its stacks. Expect each up about 33.3 % of the fight.

Skip to content

Holy Paladin Rotation

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raid

A Holy Paladin's rotation is a mana budget. You choose between two ranks of the same heal, and the right mix is the one that empties your bar as the fight ends.

Before the pull

Start the pull at full mana, with nothing to cast first. Check that the players you will heal carry Greater Blessing of Light, since its 400 only lands on a blessed target. Every simulated fight opens with Divine Favor and Talisman of Ascendance pressed on the first heal.

Spending the bar

Our simulated paladin follows one rule, the same one we give every healer. Keep two numbers in view: your mana as a percentage, and the part of the fight still to go. While your mana is the higher of the two, cast rank 9, the heal with the most healing per second. Once it drops below, cast rank 4, the heal with the most healing per mana point. The mix settles wherever your bar runs out with the fight. You can use the rule in a raid too: with 60 % of your mana and 40 % of the fight left, rank 9 is the right cast.

Priority

Work down the list each time a cast finishes: the first line whose condition holds is your next heal. Next to each line the widget shows its casts per minute and the healing you'd lose without it.

  1. 1Use the other cooldowns as they come up+294 HPS · 23.0 %
  2. 2Cast Holy Light (Rank 9)24/min+1,274 HPS · 100.0 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights

On one minute the list is a single heal: Holy Light rank 9 from pull to kill, about 23.9 casts a minute. You still run dry in the last second, so a cheaper rank never pays for its smaller heals.

More than one target

The boss count doesn't touch your rotation, because none of the three bosses hits anyone in our fights and your party stays the same. For group healing, flip the Party switch: you cast the same two Holy Lights, each on the next member of your party.

Cooldowns

  • Divine Favor makes your next heal a crit, every two minutes. Press it right before a rank 9: the crit adds half again to your biggest heal, and Illumination hands back 330 mana.
  • Major Mana Potion and Demonic Rune run on separate timers, so carry both. Our paladin waits to use each until the bar has room for the whole gain. The rune also costs you 600 to 1,000 health, which changes nothing in our fights.
  • Talisman of Ascendance stacks up to 75 healing on your next heals, every minute. Both ranks of Holy Light take the same share of it, so use it on cooldown. In game it ends after six spells, about 15 seconds of your casts.
  • Serenity Field adds 72 Spirit for 15 seconds. With Reverence that is about 30 mana while you cast, so press it on cooldown and wear the trinket for its 42 healing.
CooldownUsesAt
Talisman of Ascendance20:00, 1:00
Divine Favor10:00
Demonic Rune10:07
Major Mana Potion10:17
Serenity Field10:22
when they went in the first simulated fight

What your log should show

Compare your Warcraft Logs casts with this table. Your casts per minute and mana should match it. Your healing done won't, because our targets never lose health and every heal counts in full.

AbilityCasts per minuteOf healing
Holy Light (Rank 9)23.9100.0 %
Major Mana Potion1.0–
Serenity Field1.0–
Divine Favor1.0–
Talisman of Ascendance1.3–
Demonic Rune1.0–
mana 6,806 gained and 15,042 spent per minute

A one-minute log should show about 23.9 rank 9s a minute and nothing else.

Rank 9 crits about 26.4 % of the time on this fight. Each crit is an Illumination refund, so a lower rate in your log shows up as an empty bar before the kill.

Uptimes

Buff or debuffUptimeTimes per fight
Ascendance33.3 %1.3
Ascendance33.3 %1.3
Serenity Field25.0 %1.0
Divine Favor4.1 %1.0

Talisman of Ascendance shows twice, once for its 20-second window and once for its stacks. Expect each up about 33.3 % of the fight.