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Protection 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 Protection paladin's rotation is a set of cooldowns. Two things stay up all fight, Righteous Fury and Seal of Righteousness. Everything else is a button on a 6- to 10-second timer that you press as it comes back. Mana, not rage, is the limit: on one boss the lists hold Consecration back when your mana runs low.

Before the pull

  1. 1At -12 s: Cast Righteous Fury
  2. 2At -3 s: Cast Seal of Righteousness
  • Righteous Fury goes up a few seconds early and lasts 30 minutes. Without it your Holy damage loses its 60 % threat bonus, which is why this one line is worth 31.0 % of your score on a one-minute single-boss fight.
  • Seal of Righteousness goes up last, so its 30 seconds start fresh at the pull.

Priority

The list below is a priority, not a sequence: whenever you can act, press the highest line that is ready, then check again from the top.

  1. 1Use the other cooldowns as they come up+146 TPS · 12.1 %
  2. 2Cast Seal of Righteousness if Seal of Righteousness remaining ≤ 1.5 s3.0/min+225 TPS · 18.7 %
  3. 3Cast Holy Strike6.0/min+128 TPS · 10.6 %
  4. 4Cast Consecration if mana % ≥ 20%7.6/min+296 TPS · 24.6 %
  5. 5Cast Holy Shock6.0/min+147 TPS · 12.2 %
  6. 6Cast Judgement if can cast Judgement8.0/min+208 TPS · 17.3 %
  7. 7Cast Hammer of Wrath if can cast Hammer of Wrath2.0/min+36 TPS · 3.0 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights
  1. Seal of Righteousness when it has about 1.5 seconds left. Judgement no longer uses the seal up, so this is a refresh every 30 seconds. The line is worth 18.7 %: the seal's hits are 21.3 % of your damage, all of it Holy.
  2. Holy Strike on cooldown. Half your weapon's damage plus a bonus, all of it Holy, every 10 seconds, worth 10.6 %.
  3. Consecration while you have more than 20 % mana. Its 8-second cooldown matches its duration, so it is up 94.9 % of the fight, worth 24.6 %.
  4. Judgement whenever it is ready. It is off the global cooldown, so it never costs you a global, and it is worth 17.3 %.
  5. Hammer of Wrath once the boss is below 20 %. It goes out about 2 times a fight, all at the end, for 3.0 %.

The Alliance list on one minute adds Holy Shock after Consecration, on its 10-second cooldown, worth 12.2 %. Its Holy build has no Improved Judgement, so Judgement comes back every 10 seconds.

More than one target

Against three bosses, Consecration goes on cooldown and becomes your largest source of damage: 26.5 % of it on a three-minute fight against three bosses. All three bosses stand inside it, and its full damage reaches the first four enemies.

Hammer of the Righteous joins the list from two targets: three times your weapon's damage per second as Holy damage to up to four enemies, every 6 seconds, worth 8.4 % on three minutes. It shares Holy Strike's cooldown, so Holy Strike stops: 0 a minute there.

Holy Shield stays on cooldown too, but three swing timers use its four charges fast: it is up 62.5 % of the fight. Its line is still worth 12.6 % there, because every block is 221 Holy damage with extra threat.

Cooldowns

Swift Judgement finishes Judgement's cooldown and makes the next one free, once a minute. The sim presses it as soon as Judgement is cooling down, from the first seconds of the fight.

Sentinel's Libram, the Threat sets' libram, takes 10 seconds off Swift Judgement's cooldown.

Talisman of Ascendance goes at the pull and every minute after: your next spells and abilities stack spell damage for 20 seconds. Weakness Analyzer's use, 5 % crit for 20 seconds, isn't simulated, so press it with the talisman.

Dense Dynamite (Engineering) goes on cooldown from the pull, worth 0.7 % on a one-minute single-boss fight. Demonic Rune goes when your mana runs low. It costs health, so don't use it in a dangerous moment.

Lay on Hands (20-minute cooldown) and Templar's Bulwark (an absorb as large as your health) are your emergency buttons, and so is Greater Stoneshield Potion. Our healed tank never needs them, and the sim never presses the last two, so their worth here is nothing. Keep them for the hit your healers can't cover.

CooldownUsesAt
Talisman of Ascendance10:00
Divine Favor10:00
Dense Dynamite10:00
Swift Judgement20:02, 0:52
Demonic Rune10:19
when they went in the first simulated fight

What your log should show

Hold this table up against your own Warcraft Logs report. Too few Judgements or Consecrations means you are losing cooldown time, and a low seal share means your seal dropped.

AbilityCasts per minuteOf damageCrit
Seal of Righteousness–21.3 %17.7 %
Consecration7.615.6 %18.2 %
Auto attack33.114.0 %13.7 %
Judgement of Righteousness8.013.9 %17.9 %
Holy Shock6.011.1 %42.3 %
Holy Strike6.08.1 %27.5 %
Hammer of Wrath2.04.3 %17.5 %
Auto attack via Windfury Totem attack8.84.2 %13.7 %
Retribution Aura–3.4 %0.0 %
Dragonbreath Chili–2.4 %15.6 %
Dense Dynamite1.00.9 %16.2 %
Thorns–0.8 %0.0 %
Divine Favor1.0––
Righteous Fury1.0––
Demonic Rune1.0––
Swift Judgement2.0––
Talisman of Ascendance1.0––
Seal of Righteousness3.0––
mana 5,497 gained and 8,876 spent per minute

Look for about 8.0 Judgements, 7.6 Consecrations and 6.0 Holy Strikes a minute.

Thorns appears as your own damage.

So does Retribution Aura when your party's paladin holds it: its damage takes your Righteous Fury, so its threat is yours too.

Uptimes

Buff or debuffUptimeTimes per fight
Windfury Totem aura100.0 %13
Seal of Righteousness100.0 %3.0
Consecrated Groundon the boss95.9 %57
Consecration94.9 %7.6
Holy Strength45.5 %2.8
Ascendance33.3 %1.0
Ascendance33.3 %1.0
Redoubt27.5 %2.0
Divine Favor5.0 %1.0
Windfury Totem3.7 %8.8

Consecration is the uptime to check first: about 94.9 %.

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Protection 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 Protection paladin's rotation is a set of cooldowns. Two things stay up all fight, Righteous Fury and Seal of Righteousness. Everything else is a button on a 6- to 10-second timer that you press as it comes back. Mana, not rage, is the limit: on one boss the lists hold Consecration back when your mana runs low.

Before the pull

  1. 1At -12 s: Cast Righteous Fury
  2. 2At -3 s: Cast Seal of Righteousness
  • Righteous Fury goes up a few seconds early and lasts 30 minutes. Without it your Holy damage loses its 60 % threat bonus, which is why this one line is worth 31.0 % of your score on a one-minute single-boss fight.
  • Seal of Righteousness goes up last, so its 30 seconds start fresh at the pull.

Priority

The list below is a priority, not a sequence: whenever you can act, press the highest line that is ready, then check again from the top.

  1. 1Use the other cooldowns as they come up+146 TPS · 12.1 %
  2. 2Cast Seal of Righteousness if Seal of Righteousness remaining ≤ 1.5 s3.0/min+225 TPS · 18.7 %
  3. 3Cast Holy Strike6.0/min+128 TPS · 10.6 %
  4. 4Cast Consecration if mana % ≥ 20%7.6/min+296 TPS · 24.6 %
  5. 5Cast Holy Shock6.0/min+147 TPS · 12.2 %
  6. 6Cast Judgement if can cast Judgement8.0/min+208 TPS · 17.3 %
  7. 7Cast Hammer of Wrath if can cast Hammer of Wrath2.0/min+36 TPS · 3.0 %
the first line that can run does, every time you can act · worth: the rotation without that line, on the same simulated fights
  1. Seal of Righteousness when it has about 1.5 seconds left. Judgement no longer uses the seal up, so this is a refresh every 30 seconds. The line is worth 18.7 %: the seal's hits are 21.3 % of your damage, all of it Holy.
  2. Holy Strike on cooldown. Half your weapon's damage plus a bonus, all of it Holy, every 10 seconds, worth 10.6 %.
  3. Consecration while you have more than 20 % mana. Its 8-second cooldown matches its duration, so it is up 94.9 % of the fight, worth 24.6 %.
  4. Judgement whenever it is ready. It is off the global cooldown, so it never costs you a global, and it is worth 17.3 %.
  5. Hammer of Wrath once the boss is below 20 %. It goes out about 2 times a fight, all at the end, for 3.0 %.

The Alliance list on one minute adds Holy Shock after Consecration, on its 10-second cooldown, worth 12.2 %. Its Holy build has no Improved Judgement, so Judgement comes back every 10 seconds.

More than one target

Against three bosses, Consecration goes on cooldown and becomes your largest source of damage: 26.5 % of it on a three-minute fight against three bosses. All three bosses stand inside it, and its full damage reaches the first four enemies.

Hammer of the Righteous joins the list from two targets: three times your weapon's damage per second as Holy damage to up to four enemies, every 6 seconds, worth 8.4 % on three minutes. It shares Holy Strike's cooldown, so Holy Strike stops: 0 a minute there.

Holy Shield stays on cooldown too, but three swing timers use its four charges fast: it is up 62.5 % of the fight. Its line is still worth 12.6 % there, because every block is 221 Holy damage with extra threat.

Cooldowns

Swift Judgement finishes Judgement's cooldown and makes the next one free, once a minute. The sim presses it as soon as Judgement is cooling down, from the first seconds of the fight.

Sentinel's Libram, the Threat sets' libram, takes 10 seconds off Swift Judgement's cooldown.

Talisman of Ascendance goes at the pull and every minute after: your next spells and abilities stack spell damage for 20 seconds. Weakness Analyzer's use, 5 % crit for 20 seconds, isn't simulated, so press it with the talisman.

Dense Dynamite (Engineering) goes on cooldown from the pull, worth 0.7 % on a one-minute single-boss fight. Demonic Rune goes when your mana runs low. It costs health, so don't use it in a dangerous moment.

Lay on Hands (20-minute cooldown) and Templar's Bulwark (an absorb as large as your health) are your emergency buttons, and so is Greater Stoneshield Potion. Our healed tank never needs them, and the sim never presses the last two, so their worth here is nothing. Keep them for the hit your healers can't cover.

CooldownUsesAt
Talisman of Ascendance10:00
Divine Favor10:00
Dense Dynamite10:00
Swift Judgement20:02, 0:52
Demonic Rune10:19
when they went in the first simulated fight

What your log should show

Hold this table up against your own Warcraft Logs report. Too few Judgements or Consecrations means you are losing cooldown time, and a low seal share means your seal dropped.

AbilityCasts per minuteOf damage
Seal of Righteousness–21.3 %
Consecration7.615.6 %
Auto attack33.114.0 %
Judgement of Righteousness8.013.9 %
Holy Shock6.011.1 %
Holy Strike6.08.1 %
Hammer of Wrath2.04.3 %
Auto attack via Windfury Totem attack8.84.2 %
Retribution Aura–3.4 %
Dragonbreath Chili–2.4 %
Dense Dynamite1.00.9 %
Thorns–0.8 %
Divine Favor1.0–
Righteous Fury1.0–
Demonic Rune1.0–
Swift Judgement2.0–
Talisman of Ascendance1.0–
Seal of Righteousness3.0–
mana 5,497 gained and 8,876 spent per minute

Look for about 8.0 Judgements, 7.6 Consecrations and 6.0 Holy Strikes a minute.

Thorns appears as your own damage.

So does Retribution Aura when your party's paladin holds it: its damage takes your Righteous Fury, so its threat is yours too.

Uptimes

Buff or debuffUptimeTimes per fight
Windfury Totem aura100.0 %13
Seal of Righteousness100.0 %3.0
Consecrated Groundon the boss95.9 %57
Consecration94.9 %7.6
Holy Strength45.5 %2.8
Ascendance33.3 %1.0
Ascendance33.3 %1.0
Redoubt27.5 %2.0
Divine Favor5.0 %1.0
Windfury Totem3.7 %8.8

Consecration is the uptime to check first: about 94.9 %.